Electronic gaming system with human gesturing inputs

ABSTRACT

Examples disclosed herein relate to systems and methods, which may receive wagers on one or more paylines. The disclosure relates to an electronic gaming system which allows a player to make one or more inputs via human gesturing, and associated methods.

RELATED APPLICATION DATA

This application is a continuation of U.S. patent application Ser. No.13/745,778, filed Jan. 19, 2013. The present application claims priorityto and incorporates by reference said application as if set forth fullyherein.

FIELD OF THE INVENTION

The subject matter disclosed herein relates to an electronic gamingsystem and methods of configuring an electronic gaming system. Morespecifically, the disclosure relates to an electronic gaming system,which allows a player to make one or more inputs via human gesturing andassociated methods.

BACKGROUND OF THE INVENTION

The gaming industry has numerous casinos located both worldwide and inthe United States. A client of a casino or other gaming entity cangamble via various games of chance. For example, craps, roulette,baccarat, blackjack, and electronic or electromechanical games (e.g., aslot machine, a video poker machine, and the like), where a person maygamble on an outcome.

Historically, the success of electronic gaming systems is dependent onseveral elements, which may not be readily apparent. Success can dependupon the prospect of winning money from the gaming system, whether suchprospect is real or perceived, which can carry an intrinsicentertainment value as compared to other gaming system offerings.Additionally, the success can also depend upon the ease by which a newplayer can understand and/or interface with the game mechanics and/orgaming system as it is unlikely that a new player will expend moneywagering on a gaming system if they do not understand the game mechanicsand/or do not understand how to interface with the gaming system. Aplayer's enjoyment and interest in a game may be increased by employingan electronic gaming system and methods that provide

DESCRIPTION OF THE DRAWINGS

Non-limiting and non-exhaustive examples will be described withreference to the following figures, wherein like reference numeralsrefer to like parts throughout the various figures.

FIG. 1 is an illustration of the electronic gaming device, according toone embodiment.

FIG. 2 is an illustration of an electronic gaming system, according toone embodiment.

FIG. 3 is a block diagram of the electronic gaming device, according toone embodiment.

FIG. 4 is another block diagram of the electronic gaming device,according to one embodiment.

FIG. 5A is an illustration of an exemplary gaming system, according toone embodiment.

FIG. 5B is another illustration of an exemplary gaming system, accordingto one embodiment.

FIG. 6A is a plan view of an illustration of a depth image sensingfield, according to one embodiment.

FIG. 6B is an illustration of exemplary human gesturing inputs,according to one embodiment.

FIG. 6C is another illustration of exemplary human gesturing inputs,according to one embodiment.

FIG. 6D is another illustration of exemplary human gesturing inputs,according to one embodiment.

FIG. 6E is another illustration of exemplary human gesturing inputs,according to one embodiment.

FIG. 6F is another illustration of exemplary human gesturing inputs,according to one embodiment.

FIG. 6G is another illustration of exemplary human gesturing inputs,according to one embodiment.

FIG. 7 is a flow diagram for game play, according to one embodiment.

FIG. 8 is another flow diagram for game play, according to oneembodiment.

FIG. 9 is a flow diagram for depth image sensing of a scene, accordingto one embodiment.

FIG. 10 is another flow diagram for depth image sensing of a scene,according to one embodiment.

FIG. 11 is another flow diagram for depth image sensing of a scene,according to one embodiment.

FIG. 12 is another flow diagram for depth image sensing of a scene,according to one embodiment.

DETAILED DESCRIPTION OF THE INVENTION

FIG. 1 is an illustration of an electronic gaming device 100. Electronicgaming device 100 may include a multi-media stream 110, a first displayscreen 102, a second display screen 104, a third display screen 106, aside display screen 108, an input device 112, a credit device 114, adevice interface 116, and an identification device 118. Electronicgaming device 100 may display one, two, a few, or a plurality ofmulti-media streams 110, which may be obtained from one or more gamingtables, one or more electronic gaming devices, a central server, a videoserver, a music server, an advertising server, another data source,and/or any combination thereof.

Multi-media streams may be obtained for an entertainment event, awagering event, a promotional event, a promotional offering, anadvertisement, a sporting event, any other event, and/or any combinationthereof. For example, the entertainment event may be a concert, a show,a television program, a movie, an Internet event, and/or any combinationthereof. In another example, the wagering event may be a pokertournament, a horse race, a car race, and/or any combination thereof.The advertisement may be an advertisement for a casino, a restaurant, ashop, any other entity, and/or any combination thereof. The sportingevent may be a football game, a baseball game, a hockey game, abasketball game, any other sporting event, and/or any combinationthereof. These multi-media streams may be utilized in combination withthe gaming table video streams.

Input device 112 may be mechanical buttons, electronic buttons,mechanical switches, electronic switches, optical switches, a slot pullhandle, a keyboard, a keypad, a touch screen, a gesture screen, ajoystick, a pointing device (e.g., a mouse), a virtual (on-screen)keyboard, a virtual (on-screen) keypad, biometric sensor, or anycombination thereof. Input device 112 may be utilized to verify one ormore parameters relating to one or more depth imaging sensors 510, oneor more gesture inputs, one or more electrical attachment devices,electronic gaming device 100, electronic gaming system 200, depth imagesensor installation areas, one or more depth image sensor interfaces,one or more electrical attachment points, one or more electrical wires,one or more springs, one or more motors, one or more adjustable devices,and/or one or more other sensors, to make a wager, to selection one ormore gesture gaming options (e.g., gesture game type 1, gesture gametype 2, etc.), to control any object, to select one or more patterngaming options, to obtain data relating to historical payouts, to selecta row and/or column to move, to select a row area to move, to select acolumn area to move, to select a symbol (or image) to move, to modifyelectronic gaming device 100 (e.g., change sound level, configuration,font, language, etc.), to select a movie or song, to select livemulti-media streams, to request services (e.g., drinks, slot attendant,manager, etc.), to select two-dimensional (“2D”) game play, to selectthree-dimensional (“3D”) game play, to select both two-dimensional andthree-dimensional game play, to change the orientation of games in athree-dimensional space, to move a symbol (e.g., wild, multiplier,etc.), and/or any combination thereof. These selections may occur viaany other input device (e.g., a touch screen, voice commands, etc.).Input device 112 may be any control panel.

Credit device 114 may be utilized to collect monies and distributemonies (e.g., cash, vouchers, etc.). Credit device 114 may interfacewith a mobile device to electronically transmit money and/or credits.Credit device 114 may interface with a player's card to exchange playerpoints.

Device interface 116 may be utilized to interface electronic gamingdevice 100 to a bonus game device, a local area progressive controller,a wide area progressive controller, a progressive sign controller, aperipheral display device, signage, a promotional device, networkcomponents, a local network, a wide area network, remote accessequipment, a slot monitoring system, a slot player tracking system, theInternet, a server, and/or any combination thereof.

Device interface 116 may be utilized to connect a player to electronicgaming device 100 through a mobile device, card, keypad, identificationdevice 118, and/or any combination thereof. Device interface 116 mayinclude a docking station by which a mobile device is plugged intoelectronic gaming machine 100. Device interface 116 may include an overthe air connection by which a mobile device is connected to electronicgaming machine 100 (e.g., Bluetooth, Near Field technology, and/or Wi-Fitechnology). Device interface 116 may include a connection toidentification device 118.

Identification device 118 may be utilized to determine an identity of aplayer. Based on information obtained by identification device 118,electronic gaming device 100 may be reconfigured. For example, thelanguage, sound level, music, placement of multi-media streams, one ormore game functionalities (e.g., game type 1, game type 2, game type 3,etc.) may be presented, one or more gesture gaming options (e.g.,gesture game type 1, gesture game type 2, etc.) may be presented, one ormore gesture gaming functionalities (e.g., make a bet with a left handmovement, make a maximum bet with a two hand movement, spin the wheelwith a left hand flip, move a game character via the player's bodymovement (e.g., run, jump, throw, etc.), and/or any other gaming actiontied to a player's movement) may be presented, a repeat payline gamingoption may be presented, a pattern gaming option may be presented,historical gaming data may be presented, a row rearrangement option maybe presented, a column rearrangement option may be presented, a row arearearrangement option may be presented, a column area rearrangementoption may be presented, a two-dimensional gaming option may bepresented, a three-dimensional gaming option may be presented, and/orthe placement of gaming options may be modified based on playerpreference data. For example, the player may only want to play gamesthat include gesturing gaming options only. Therefore, only games whichinclude gesturing gaming options would be presented to the player. Inanother example, the player may only want to play games that includehistorical information relating to game play. Therefore, only gameswhich include historical gaming data would be presented to the player.These examples may be combined.

Identification device 118 may utilize biometrics (e.g., thumb print,retinal scan, or other biometric). Identification device 118 may includea card entry slot into input device 112. Identification device 118 mayinclude a keypad with an assigned pin number for verification.Identification device 118 may include multiple layers of identificationfor added security. For example, a player could be required to enter aplayer tracking card, and/or a pin number, and/or a thumb print, and/orany combination thereof. Based on information obtained by identificationdevice 118, electronic gaming device 100 may be reconfigured. Forexample, the language, sound level, music, placement of video streams,placement of images, and the placement of gaming options utilized may bemodified based on a player's preference data. For example, a player mayhave selected baseball under the sporting event preferences; electronicgaming device 100 will then automatically display the current baseballgame onto side display screen 108 and/or an alternate display screen asset in the player's options.

First display screen 102 may be a liquid crystal display (“LCD”), acathode ray tube display (“CRT”), organic light-emitting diode display(“OLED”), plasma display panel (“PDP”), electroluminescent display(“ELD”), a light-emitting diode display (“LED”), or any other displaytechnology. First display screen 102 may be used for displaying primarygames or secondary (bonus) games, to display one or more warningsrelating to gesturing game play, to display one or more verifications ofone or more gesturing actions (e.g., verify that the player wants tomake a wager based on a specific movement—moving left hand up and to theright, moving both left and right hand, moving two figures up and down,etc.), to display one or more warnings and/or verifications relating toone or more electrical attachment devices, electronic gaming device 100,electronic gaming system 200, depth image sensor installation areas, oneor more depth image sensor interfaces, one or more electrical attachmentpoints, one or more electrical wires, one or more springs, one or moremotors, one or more adjustable devices, and/or one or more othersensors, advertising, player attractions, electronic gaming device 100configuration parameters and settings, game history, accounting meters,events, alarms, and/or any combination thereof. Second display screen104, third display screen 106, side display screen 108, and any otherscreens may utilize the same technology as first display screen 102and/or any combination of technologies.

First display screen 102 may also be virtually combined with seconddisplay screen 104. Likewise second display screen 104 may also bevirtually combined with third display screen 106. First display screen102 may be virtually combined with both second display screen 104 andthird display screen 106. Any combination thereof may be formed.

For example, a single large image could be partially displayed on seconddisplay screen 104 and partially displayed on third display screen 106,so that when both display screens are put together they complete oneimage. Electronic gaming device 100 may stream or play prerecordedmulti-media data, which may be displayed on any display combination.

In FIG. 2, an electronic gaming system 200 is shown. Electronic gamingsystem 200 may include a video/multimedia server 202, a gaming server204, a player tracking server 206, a voucher server 208, anauthentication server 210, and an accounting server 212.

Electronic gaming system 200 may include video/multimedia server 202,which may be coupled to network 224 via a network link 214. Network 224may be the Internet, a private network, and/or a network cloud. One ormore video streams may be received at video/multimedia server 202 fromother electronic gaming devices 100. Video/multimedia server 202 maytransmit one or more of these video streams to a mobile phone 230,electronic gaming device 100, a remote electronic gaming device at adifferent location in the same property 216, a remote electronic gamingdevice at a different location 218, a laptop 222, and/or any otherremote electronic device 220. Video/multimedia server 202 may transmitthese video streams via network link 214 and/or network 224.

For example, a remote gaming device at the same location may be utilizedat a casino with multiple casino floors, a casino that allows wageringactivities to take place from the hotel room, a casino that may allowwagering activities to take place from the pool area, etc. In anotherexample, the remote devices may be at another location via a progressivelink to another casino, and/or a link within a casino corporation thatowns numerous casinos (e.g., MGM, Caesars, etc.).

Gaming server 204 may generate gaming outcomes. Gaming server 204 mayprovide electronic gaming device 100 with game play content. Gamingserver 204 may provide electronic gaming device 100 with game play mathand/or outcomes. Gaming server 204 may provide one or more of a payoutfunctionality, a game play functionality, a game play evaluationfunctionality, other game functionality, and/or any other virtual gamefunctionality.

Player tracking server 206 may track a player's betting activity, aplayer's preferences (e.g., language, font, sound level, drinks, etc.).Based on data obtained by player tracking server 206, a player may beeligible for gaming rewards (e.g., free play), promotions, and/or otherawards (e.g., complimentary food, drinks, lodging, concerts, etc.).

Voucher server 208 may generate a voucher, which may include datarelating to gaming. Further, the voucher may include payline structureoption selections. In addition, the voucher may include game play data(or similar game play data), repeat payline data, pattern data,historical payout data, column data, row data, and/or symbols that weremodified.

Authentication server 210 may determine the validity of vouchers,player's identity, and/or an outcome for a gaming event.

Accounting server 212 may compile, track, and/or monitor cash flows,voucher transactions, winning vouchers, losing vouchers, and/or othertransaction data. Transaction data may include the number of wagers, thesize of these wagers, the date and time for these wagers, the identityof the players making these wagers, and/or the frequency of the wagers.Accounting server 212 may generate tax information relating to thesewagers. Accounting server 212 may generate profit/loss reports forplayers' tracked outcomes.

Network connection 214 may be used for communication between dedicatedservers, thin clients, thick clients, back-office accounting systems,etc.

Laptop computer 222 and/or any other electronic devices (e.g., mobilephone 230, electronic gaming device 100, etc.) may be used fordownloading new gaming device applications or gaming device relatedfirmware through remote access.

Laptop computer 222 and/or any other electronic device (e.g., mobilephone 230, electronic gaming device 100, etc.) may be used for uploadingaccounting information (e.g., cashable credits, non-cashable credits,coin in, coin out, bill in, voucher in, voucher out, etc.).

Network 224 may be a local area network, a casino premises network, awide area network, a virtual private network, an enterprise privatenetwork, the Internet, or any combination thereof. Hardware components,such as network interface cards, repeaters and hubs, bridges, switches,routers, firewalls, or any combination thereof may also be part ofnetwork 224.

A statistics server may be used to maintain data relating to historicalgame play for one or more electronic gaming devices 100. This historicaldata may include winning amounts, winning data (e.g., person, sex, age,time on machine, amount of spins before winning event occurred, etc.),fastest winning event reoccurrence, longest winning event reoccurrence,average frequencies of winning events, average winning amounts, highestwinning amount, lowest winning amount, locations for winning events,winning event dates, winning machines, winning game themes, and/or anyother data relating to game play.

FIG. 3 shows a block diagram 300 of electronic gaming device 100.Electronic gaming device 100 may include a processor 302, a memory 304,a smart card reader 306, a printer 308, a jackpot controller 310, acamera 312, a network interface 314, an input device 316, a display 318,a credit device 320, a device interface 322, an identification device324, and a voucher device 326.

Processor 302 may execute program instructions of memory 304 and usememory 304 for data storage. Processor 302 may also include a numericco-processor, or a graphics processing unit (or units) for acceleratedvideo encoding and decoding, and/or any combination thereof.

Processor 302 may include communication interfaces for communicatingwith electronic gaming device 100, electronic gaming system 200, anduser interfaces to enable communication with all gaming elements. Forexample, processor 302 may interface with memory 304 to access aplayer's mobile device through device interface 322 to display contentsonto display 318. Processor 302 may generate a voucher based on a wagerconfirmation, which may be received by an input device, a server, amobile device, and/or any combination thereof. A voucher device maygenerate, print, transmit, or receive a voucher. Memory 304 may includecommunication interfaces for communicating with electronic gaming device100, electronic gaming system 200, and user interfaces to enablecommunication with all gaming elements. For example, the informationstored on memory 304 may be printed out onto a voucher by printer 308.Videos or pictures captured by camera 312 may be saved and stored onmemory 304. Memory 304 may include a confirmation module, which mayauthenticate a value of a voucher and/or the validity of the voucher.Processor 302 may determine the value of the voucher based on generatedvoucher data and data in the confirmation module. Electronic gamingdevice 100 may include a player preference input device. The playerpreference input device may modify a game configuration. Themodification may be based on data from the identification device.

Memory 304 may be non-volatile semiconductor memory, such as read-onlymemory (“ROM”), erasable programmable read-only memory (“EPROM”),electrically erasable programmable read-only memory (“EEPROM”), flashmemory (“NVRAM”), Nano-RAM (e.g., carbon nanotube random access memory),and/or any combination thereof.

Memory 304 may also be volatile semiconductor memory such as, dynamicrandom access memory (“DRAM”), static random access memory (“SRAM”),and/or any combination thereof.

Memory 304 may also be a data storage device, such as a hard disk drive,an optical disk drive such as, CD, DVD, Blu-ray, a solid state drive, amemory stick, a CompactFlash card, a USB flash drive, a Multi-mediaCard, an xD-Picture Card, and/or any combination thereof.

Memory 304 may be used to store read-only program instructions forexecution by processor 302, for the read-write storage for globalvariables and static variables, read-write storage for uninitializeddata, read-write storage for dynamically allocated memory, for theread-write storage of the data structure known as “the stack,” and/orany combination thereof.

Memory 304 may be used to store the read-only paytable information forwhich symbol combinations on a given payline that result in a win (e.g.,payout) which are established for games of chance, such as slot gamesand video poker.

Memory 304 may be used to store accounting information (e.g., cashableelectronic promotion in, non-cashable electronic promotion out, coin in,coin out, bill in, voucher in, voucher out, electronic funds transferin, etc.).

Memory 304 may be used to record error conditions on an electronicgaming device 100, such as door open, coin jam, ticket print failure,ticket (e.g., paper) jam, program error, reel tilt, etc., and/or anycombination thereof.

Memory 304 may also be used to record the complete history for the mostrecent game played, plus some number of prior games as may be determinedby the regulating authority.

Smart card reader 306 may allow electronic gaming device 100 to accessand read information provided by the player or technician, which may beused for setting the player preferences and/or providing maintenanceinformation. For example, smart card reader 306 may provide an interfacebetween a smart card (inserted by the player) and identification device324 to verify the identity of a player.

Printer 308 may be used for printing slot machine payout receipts, slotmachine wagering vouchers, non-gaming coupons, slot machine coupons(e.g., a wagering instrument with a fixed waging value that can only beused for non-cashable credits), drink tokens, comps, and/or anycombination thereof.

Electronic gaming device 100 may include a jackpot controller 310, whichmay allow electronic gaming device 100 to interface with otherelectronic gaming devices either directly or through electronic gamingsystem 200 to accumulate a shared jackpot.

Camera 312 may allow electronic gaming device 100 to take images of aplayer or a player's surroundings. For example, when a player sits downat the machine their picture may be taken to include his or her imageinto the game play. A picture of a player may be an actual image astaken by camera 312. A picture of a player may be a computerizedcaricature of the image taken by camera 312. The image obtained bycamera 312 may be used in connection with identification device 324using facial recognition. Camera 312 may allow electronic gaming device100 to record video. The video may be stored on memory 304 or storedremotely via electronic gaming system 200. Videos obtained by camera 312may then be used as part of game play, or may be used for securitypurposes. For example, a camera located on electronic gaming device 100may capture videos of a potential illegal activity (e.g., tampering withthe machine, crime in the vicinity, underage players, etc.).

Network interface 314 may allow electronic gaming device 100 tocommunicate with video/multimedia server 202, gaming server 204, playertracking server 206, voucher server 208, authentication server 210,and/or accounting server 212.

Input device 316 may be mechanical buttons, electronic buttons, a touchscreen, and/or any combination thereof. Input device 316 may be utilizedto select one or more parameters relating to one or more depth imagingsensors 510, to select one or more gesture inputs, to communicate withone or more electrical attachment devices, to communicate withelectronic gaming device 100, to communicate with electronic gamingsystem 200, to communicate with depth image sensor installation areas,to communicate with one or more depth image sensor interfaces, tocommunicate with one or more electrical attachment points, tocommunicate with one or more electrical wires, to communicate with oneor more springs, to communicate with one or more motors, to communicatewith one or more adjustable devices, and/or one or more other sensors,to make a wager, to selection one or more gesture gaming options (e.g.,gesture game type 1, gesture game type 2, etc.), to select one or moregame elements, to select one or more gaming options, to make an offer tobuy or sell a voucher, to determine a voucher's worth, to cash in avoucher, to modify electronic gaming device 100 (e.g., change soundlevel, configuration, font, language, etc.), to modify one or moreparameters relating to one or more depth imaging sensors 510, one ormore gesture inputs, one or more electrical attachment devices,electronic gaming device 100, electronic gaming system 200, depth imagesensor installation areas, one or more depth image sensor interfaces,one or more electrical attachment points, one or more electrical wires,one or more springs, one or more motors, one or more adjustable devices,and/or one or more other sensors, to select a movie or music, to selectlive video streams (e.g., sporting event 1, sporting event 2, sportingevent 3), to request services (e.g., drinks, manager, etc.), and/or anycombination thereof.

Display 318 may show video streams from one or more content sources.Display 318 may encompass first display screen 102, second displayscreen 104, third display screen 106, side display screen 108, and/oranother screen used for displaying video content.

Credit device 320 may be utilized to collect monies and distributemonies (e.g., cash, vouchers, etc.). Credit device 320 may interfacewith processor 302 to allow game play to take place. Processor 302 maydetermine any payouts, display configurations, animation, and/or anyother functions associated with game play. Credit device 320 mayinterface with display 318 to display the amount of available creditsfor the player to use for wagering purposes. Credit device 320 mayinterface via device interface 322 with a mobile device toelectronically transmit money and/or credits. Credit device 320 mayinterface with a player's pre-established account, which may be storedon electronic gaming system 200, to electronically transmit money and/orcredit. For example, a player may have a credit card or other mag-stripecard on file with the location for which money and/or credits can bedirectly applied when the player is done. Credit device 320 mayinterface with a player's card to exchange player points.

Electronic gaming device 100 may include a device interface 322 that auser may employ with his or her mobile device (e.g., smart phone) toreceive information from and/or transmit information to electronicgaming device 100 (e.g., watch a movie, listen to music, obtain verbalbetting options, verify identification, transmit credits, etc.).

Identification device 324 may be utilized to allow electronic gamingdevice 100 to determine an identity of a player. Based on informationobtained by identification device 324, electronic gaming device 100 maybe reconfigured. For example, the language, sound level, music,placement of video streams, placement of images, placement of gamingoptions, and/or the tables utilized may be modified based on playerpreference data.

For example, a player may have selected a specific baseball team (e.g.,Atlanta Braves) under the sporting event preferences, the electronicgaming device 100 will then automatically (or via player input) displaythe current baseball game (e.g., Atlanta Braves vs. PhiladelphiaPhillies) onto side display screen 108 and/or an alternate displayscreen as set in the player's options.

A voucher device 326 may generate, print, transmit, or receive avoucher. The voucher may represent a wagering option, a wageringstructure, a wagering timeline, a value of wager, a payout potential, apayout, and/or any other wagering data. A voucher may represent anaward, which may be used at other locations inside of the gamingestablishment. For example, the voucher may be a coupon for the localbuffet or a concert ticket.

FIG. 4 shows a block diagram of memory 304, which includes variousmodules. Memory 304 may include a validation module 402, a vouchermodule 404, a reporting module 406, a maintenance module 408, a playertracking preferences module 410, an animation module 412, a payoutmodule 414, a game evaluation module 416, a sensor module 418, a scenemodule 420, a sensor and scene evaluation module 422, a sensor and sceneoutput module 424, and/or a reference models module 426.

Validation module 402 may utilize data received from voucher device 326to confirm the validity of the voucher.

Voucher module 404 may store data relating to generated vouchers,redeemed vouchers, bought vouchers, and/or sold vouchers.

Reporting module 406 may generate reports related to a performance ofelectronic gaming device 100, electronic gaming system 200, videostreams, gaming objects, credit device 114, and/or identification device118.

Maintenance module 408 may track any maintenance that is implemented onelectronic gaming device 100 and/or electronic gaming system 200.Maintenance module 408 may schedule preventative maintenance and/orrequest a service call based on a device error.

Player tracking preferences module 410 may compile and track dataassociated with a player's preferences.

Animation module 412 may generate, compile, transmit, and/or store oneor more animations and/or presentations based on one or more scene data,one or more scenes, one or more reference models, one or more game playdata, one or more player profiles, and/or any combination thereof.

Payout module 414 may determine one or more payouts which may relate toone or more inputs received from the player, electronic gaming device100, and/or electronic gaming system 200.

Game evaluation module 416 may evaluate one or more outcomes for one ormore events relating to game play.

Sensor module 418 may generate, compile, transmit, and/or store any datarelating to one or more scene data, one or more scene, and/or any othersensor data. This data may include one or more gestures (e.g., bodymovement made by one or more players).

Scene module 420 may generate, compile, transmit, and/or store on one ormore scene data, one or more scenes, one or more reference models, oneor more game play data, one or more player profiles, and/or anycombination thereof

Sensor and scene evaluation module 422 may evaluate any data stored on,transmitted to, and/or transmitted from sensor module 418 and scenemodule 420. Sensor and scene evaluation module 422 may obtain dataincluding one or more gestures (e.g., body movement made by one or moreplayers) from sensor module 418 and compare this data to one or morebody reference models, body part reference models, device referencemodels, gaming device reference models, floor plan reference models,and/or any other reference models from reference models module 426 todetermine one or more actions.

Sensor and scene output module 424 may evaluate the combined output ofsensor module 418 and scene module 420.

Reference models module 426 may generate, compile, transmit, and/orstore one or more body reference models, body part reference models,device reference models, gaming device reference models, floor planreference models, and/or any other reference models which can beutilized by any of the other modules.

Bonus module may generate a bonus game, evaluate the results of thebonus game, trigger bonus game presentations, generate bonus gamepayouts, and/or display any data relating to the bonus game.

It should be noted that one or more modules may be combined into onemodule Further, there may be one evaluation module where the determinedpayout does not depend on whether there were any wild symbols, scattersymbols, platform based game play, and/or any other specific symbols.Further, any module, device, and/or logic function in electronic gamingdevice 100 may be present in electronic gaming system 200. In addition,any module, device, and/or logic function in electronic gaming system200 may be present in electronic gaming device 100.

FIGS. 5A and 5B are various illustrations of a gaming system (e.g.,electronic gaming device 100 and/or electronic gaming system 200), whichutilizes one or more depth image sensing devices, according to variousembodiments.

FIG. 5A illustrates electronic gaming device 100, according to oneembodiment. A first image 500 may include a gaming cabinet front 502. Inone example, gaming cabinet front 502 may serve as the primary face ofelectronic gaming device 100 to interact with a player and/or allow aplayer to interact with electronic gaming device 100.

Electronic gaming device 100 may include at least one display device. Asillustrated in FIG. 5A, electronic gaming device 100 may include a basedisplay 504B and/or a second display 504A. In one embodiment, basedisplay 504B may be the primary display for a first game. In anotherembodiment, the second display 504A may be the primary display for asecond and/or bonus game. For example, base display 504B may display areel-type video slot game, and upon a triggering condition, seconddisplay 504A may display a bonus game

In one embodiment, base display 504B and second display 504A may displayseparate portions of a common image. For example, second display 504Amay display a top portion of a wheel spinning while the base display504B may display the bottom portion of the same wheel spinning.

Electronic gaming device 100 may also include one or more speakers 506Aand 506B. In one embodiment, one or more speakers 506A and 506B may workin a synchronized manner to provide a surround sound effect. Forexample, as an object is displayed moving across base display 504B fromleft to right, one or more speakers 506A and 506B may produce sound insuch a manner as to create an audible sense of similar left to rightmovement. In another embodiment, the one or more speakers 506A and 506Bmay work asynchronously. In another embodiment, a first speaker (e.g.,506A) may produce sounds associated with a first symbol appearing in aplay of a game, and a second speaker (e.g., 506B) may produce soundsassociated with a second symbol appearing in a play of the game.

Electronic gaming device 100 may further include one or more side lights508A and 508B. In one embodiment, the one or more side lights 508A and508B may primarily be used to increase the appeal of electronic gamingdevice 100. For example, one or more side lights 508A and 508B mayflash, change intensity, and/or change color while the game is in astate of non-use, which may attract a person walking by electronicgaming device 100. In another example, one or more side lights 508A and508B may flash, change intensity, and/or change color based on aparticular outcome achieved in a play of a game on electronic gamingdevice 100, which may create excitement for a player as it may create anoticeable event attracting other players in the area. In anotherembodiment, one or more side lights 508A and 508B may have one or morefunctional purposes. In one example, side lights 508A and 508B maysupplement and/or replace the functionality typically provided by agaming system candle, which may work to identify specific gamingmachines for casino personnel and/or specific conditions of such gamingmachines.

Electronic gaming device 100 may also include one or more input devices512. In one embodiment, one or more input devices 512 may includephysical buttons. In one embodiment, one or more input devices mayinclude a touchscreen device. For example, a touchscreen deviceassociated with base display 504B may act as an input device. In anotherexample, a separate touchscreen device may be located on gaming cabinetfront 502 and may represent physical buttons. In one embodiment, one ormore input devices 512 may include a keypad, a mouse, a rollerball, ajoystick, a pedal, and/or any combination thereof.

Electronic gaming device 100 may also include one or more depth imagesensing devices 510. While FIG. 5A may display one or more depth imagesensing devices 510 located below base display 504B, it is contemplatedthat one or more depth image sensing devices 510 may be located invarious locations, including but not limited to, above base display504B, above second display 504A, in one or more locations on gamingcabinet front 502, on a side of the gaming cabinet other than gamingcabinet front 502, and/or any other location. In another example, one ormore cameras may be utilized only and/or in conjunction with one or moredepth image sensing devices 510.

In one embodiment, electronic gaming device 100 may not include separateone or more input devices 512, but instead may only utilize one or moredepth image sensing devices 510. In another embodiment, a player mayutilize one or more input devices 512 and/or may utilize gestures thatelectronic gaming device 100, via one or more depth image sensingdevices 510, recognizes in order to make inputs for a play of a game. Asdiscussed more fully below, a player may interact with electronic gamingdevice 100 via one or more depth image sensing devices 510 for aplurality of various player inputs.

In one embodiment, one or more depth image sensing devices 510 mayinclude at least two similar devices. For example, each of the at leasttwo similar devices may independently sense depth and/or image of ascene. In another example, such similar depth image sensing devices maythen communicate information to one or more processors, which mayutilize the information from each of the similar depth image sensingdevices to determine the relative depth of an image from a capturedscene.

In another embodiment, one or more depth image sensing devices 510 mayinclude at least two different devices. For example, and discussed inmore detail below, one of the at least two different devices may be anactive device and/or one of the at least two different devices may be apassive device. In one example, such an active device may generate awave of measurable energy (e.g., light, radio, etc.). In anotherexample, such a passive device may be able to detect reflected wavesgenerated by such an active device. In another example, such an activedevice and such a passive device may each communicate data related totheir respective activity to a processor, and such processor maytranslate such data in order to determine the depth and/or image of ascene occurring near electronic gaming device 100.

FIG. 5B may generally show a player interaction 505 with a gamingsystem. In this illustrative example, a player 520 may be seated on aseat 526 in front of an exemplary gaming system. Gaming system 200 mayhave a gaming cabinet side 522, which may be immediately adjacent togaming cabinet front 502 from FIG. 5A. The gaming system may bepositioned on a base 524 (e.g., pedestal) in order to provide, inassociation with seat 526, a more comfortable environment for theinteraction and/or playing of the gaming system.

The gaming system of FIG. 5B may also include one or more depth imagesensing devices 510 on the gaming cabinet front, which is represented inFIG. 5B by hidden lines at 528. In one embodiment, one or more depthimage sensing devices 510 may have a first field edge 529 and a secondfield edge 531, which together may help define a field angle 530. Itshould be appreciated that since FIG. 5B is a 2D drawing, first fieldedge 529, second field edge 531, and field angle 530 are illustrated as2D lines and angles respectively for illustrative purposes only, andthat in a real world 3D application, such field edges and field anglemay be accurately represented in various different manners. For example,first field edge 529, second field edge 531, and field angle 530 may be2D representations of a sample segment of a 3D cone-shaped field. Inanother example, first field edge 529, second field edge 531, and fieldangle 530 may be 2D representations of a sample segment of multiple,partially overlapping 3D cone-shaped fields. It should be appreciatedthat representations of field angles and field boundaries containedherein may simply be exemplary in nature, and may not intend to limitthe extent of any particular field angle and/or field boundary.

In one embodiment, first field edge 529, second field edge 531, andfield angle 530 may define the limits of a scene, which is capable ofbeing sensed by one or more depth image sensing devices 510 (and/or528). For example, if a portion of a scene occurs outside of both thefirst field edge 529 and second field edge 530, then one or more depthimage sensing devices 510 may not recognize such an occurrence, andtherefore may not detect any change thereof. In another embodiment,first field edge 529, second field edge 531, and field angle 530 maydefine relative limits of a scene, which is capable of being sensed byone or more depth image sensing devices 510 to a relative degree ofcertainty. For example, if a portion of a scene repeatedly occurs justabove the first field edge 529, then one or more depth image sensingdevices 510 may only recognize such occurrence a percentage of the time(e.g., 10%).

In one embodiment, first field edge 529, second field edge 531, fieldangle 530, and/or any combination thereof may move and/or shift toobtain one or more scenes. For example, first field edge 529 and secondfield edge 531 may move while keeping field angle 530 constant. Thismovement may be based on the movement of one or more objects. In oneexample, a person moving from scene one to scene two may trigger themovement and/or shifting of first field edge 529, second field edge 531,field angle 530, and/or any combination thereof.

In one embodiment, player 520 may not be made aware of first field edge529 and/or second field edge 531. In another embodiment, player 520 maybe made aware of first field edge 529 and/or second field edge 531. Thismay occur via a display screen, which indicates the viewable area (e.g.,sensed area). In one example, one or more depth image sensing devices510 may include, and/or electronic gaming device 100 may separatelyinclude, a visible light generator which may cause a light that isgenerally visible to the human eye to be generated along first fieldedge 529 and/or second field edge 531. In one example, such a visiblelight may be a visible laser. In another example, such a visible lightmight be a colored light.

In another example, one or more depth image sensing devices 510includes, and/or electronic gaming device 100 separately includes, avisible light generator which may cause a light that is generallyvisible to the human eye to be generated along a different field edgefrom both the first field edge 529 and/or second field edge 531. Forexample, depth image sensing device 528 may include a visible lightgenerator which generates a visible light having two field edges whichare in between first field edge 529 and/or second field edge 531, suchthat the visible light's field angle is smaller than field angle 530. Insuch an example, such a smaller visible light field angle may bebeneficial in informing player 520 of a more optimal field for whichscene changes may be detected.

FIG. 6A may illustrate an exemplary top plan view of one or more depthimage sensing devices 510, in accordance with one embodiment. Asillustrated, one or more depth image sensing devices 510 may include afirst source 602. First source 602 may have a source angle 604. One ormore depth image sensing devices 510 may also include a first sensor606, which may have an associated sensor angle 608. Source angle 604 andsensor angle 608 may together define a first field edge 607 and a secondfield edge 609. Together, first field edge 607 and second field edge 609may define a field for which a body 610 may be detected.

In one embodiment, first source 602 may be a light source. In oneexample, first source 602 may be a light source that produces a lightthat is typically not visible to the human eye. In another example,first source 602 may be an infrared (“IR”) light source.

In one embodiment, first sensor 604 may be an active-pixel sensor(“APS”). In another embodiment, first sensor 604 may be a complementarymetal-oxide-semiconductor sensor (“CMOS sensor”). In another embodiment,first sensor 604 may be a charge-coupled device (“CCD”) image sensor. Inanother embodiment, first sensor 604 may be an APS imager or anactive-pixel image sensor.

In one embodiment, first source 602 may be a sound source. In oneexample, first source 602 may be a sound source that produces a soundthat is typically not perceptible to the human ear. In another example,first source 602 may produce an ultrasonic sound wave.

In one embodiment, first sensor 604 may be a piezoelectric transceiver.In another embodiment, first sensor 604 may include one or morepiezoelectric crystals. In another embodiment, first sensor 604 mayinclude one or more microphones.

In one embodiment, operation of one or more depth image sensing devices510 may include first source 602 generating waves of energy withinsource angle 604, and first sensor 606 may detect the return, bouncing,and/or distortion of such generated waves within first sensor angle 608.For example, first source 602 may generate an IR light, which mayilluminate and reflect or otherwise bounce off of physical objectslocated within first field 610, and first sensor 606 may be a CMOSsensor, which may detect such reflected IR light. In this manner, it ispossible to analyze the resulting data, which may include data about theIR light transmission and the resulting detection of the reflected IRlight, to determine the composition of a scene occurring within firstfield 611.

In one embodiment, the composition of a scene and/or body occurring atleast partially within an associated field may be determined in a 3Dbasis (and/or a 2D basis). In one example, one or more depth imagesensing devices 510 may help determine the relative depth and/orposition of multiple physical objects within an associated field. Inanother example, the movement of a physical object within an associatedfield may be detected in a 3D sense, and the associated gaming systemmay respond to such 3D movements, as discussed more fully below. In oneexample, one or more depth image sensing devices 510 may help determinethe identity of one or more physical objects within an associated field.For example, an IR light source may illuminate a player's hand, and anassociated CMOS sensor may detect the reflected IR light off of theplayer's hand, and the processing of the data from the IR light sourceand/or the CMOS sensor may then recognize the object within the scene asa player's hand.

In one embodiment, a source may be a laser, which may be beamed acrossan entire field of play, and a sensor may measure reflected light. Inone example, the sensor may detect varying colors of reflected light,and an associated game logic controller may interpret the varying colorsto determine objects and/or object depths within the field of play. Itshould be appreciated that laser light sources may, when reflected offof objects, have different characteristics such as color, depending onthe size and/or location of the objects. In one embodiment, the sourceis a light source. In another embodiment, the source is an IR lightsource. In one embodiment, the sensor may be an IR video graphics array(“VGA”) camera.

In one embodiment, one or more depth image sensing devices 510 mayinclude a capacitive proximity sensor, a capacitive displacement sensor,a doppler effect sensor, an eddy-current sensor, an inductive sensor, alaser rangefinder, a magnetic sensor, a magnetic proximity fuse, apassive optical sensor, a passive thermal infrared sensor, a photocellsensor, a radar, a reflection of ionizing radiation sensor, sonar, anultrasonic sensor, and/or any combination thereof.

In one embodiment, one or more depth image sensing devices 510 mayinclude a video camera. In one example, such a video camera may detectobjects and movement. The data from the video camera may be used todetermine a relative 2D position and/or movement of such objects.

In one embodiment, one or more depth image sensing devices 510 mayinclude only a single source and/or only a single sensor. In anotherembodiment, one or more depth image sensing devices 510 may includemultiple sources and/or multiple sensors. In another embodiment, one ormore depth image sensing devices 510 may include various-sized sourcesand sensors. For example, a large depth image sensing device may capturelarger movements, such as the moving and/or waving of a player's arm,while a smaller depth image sensing device may capture more finemovements, such as the moving of a player's fingers.

In various embodiments, one or more sources, one or more sensors, one ormore field edges, one or more fields, one or more field levels, one ormore field strengths, and/or any combination thereof may be moved,shifted, strengthened, weakened, varied, and/or modified in any way toobtain one or more scenes.

In one embodiment, one or more scenes (e.g., moving, static, and/or anyother type) may be obtained from one or more gaming devices to generatea bigger scene. For example, a first gaming device may obtain a firstscene image of three people doing an activity (e.g., playing aninteractive game), a second gaming device may obtain a second sceneimage of two people doing the same activity, and a third gaming devicemay obtain a third scene image of four people watching the sameactivity. In one example, these images (e.g., first scene image, secondscene image, and/or third scene image) may be combined to generate anintegrated scene of all nine people (e.g., three from first scene image,two from second scene image, and four from third scene image).

In one embodiment, one or more depth image sensing devices 510 mayinclude a video camera. In one example, such a video camera may detectobjects and movement. The data from the video camera may be used todetermine a relative 2D position and/or movement of such objects. Inanother example, the 2D data may be combined with 3D data to generateone or more scenes.

In one embodiment, one or more depth image sensing devices may includeonly a single source and/or only a single sensor. In another embodiment,one or more depth image sensing devices may include multiple sourcesand/or multiple sensors. In another embodiment, one or more depth imagesensing devices may include various-sized sources and sensors. In oneexample, a single gaming system may include one or more larger sizeddepth image sensing devices and may also include one or more smallersized depth image sensing devices. In one example, the use of multiplebut different-sized sources and sensors may help in capturing both largescene changes as well as small scene changes, which may add bothreliability and functionality to such a gaming system. For example, alarge depth image sensing device may capture larger movements, such asthe moving and/or waving of a player's arm, while a smaller depth imagesensing device may capture more fine movements, such as the moving of aplayer's fingers.

In various examples, the gaming system may utilized one or more smallsized depth image sensing devices (e.g., one or more sources and/or oneor more sensors), one or more medium sized depth image sensing devices(e.g., one or more sources and/or one or more sensors), one or morelarge sized depth image sensing devices (e.g., one or more sourcesand/or one or more sensors), and/or any combination thereof.

FIG. 6B is an illustration of exemplary human gesturing inputs,according to one embodiment. FIG. 6B may generally illustrate both aleft arm gesture 605 and a right arm gesture 615.

Referring to left arm gesture 605, one or more depth image sensors maydetect a player's left arm movement. It should be appreciated that agaming system may detect and/or interpret movements of a left and/or aright arm, in accordance with exemplary FIG. 6B, and that fordescriptive purposes only the illustrated arms are identified as “left”or “right” arms, but that the teachings herein apply equally to thenon-identified arm. For example, left arm gesture 605 illustrates a leftarm, but the teachings herein apply equally to a right arm.

In one embodiment, a gaming system 200 may determine a first left armlimit of movement 612A and/or a second left arm limit of movement 6128.In another embodiment, the gaming system may determine based on one ormore left arm limits of movement a left arm angle of movement 614.

In one example, the gaming system may determine an average left armangle of movement 614 from multiple determined left arm angles ofmovements. For example, if a player waved his arm up and down fivetimes, the gaming system may determine five separate left arm angle ofmovement 614, and may then average the five separate left arm angle ofmovements to determine a left arm angle of movement to utilize as aplayer's input. In another example, a gaming system may compare one leftarm angle of movement 614 to one or more reference models in order todetermine the correlative player input to associate with the player'sgesturing. In another example, the gaming system and/or method mayevaluate one or more data points to determine whether the parameters arewithin a certain range to initiate game play and/or any other action.

In another embodiment, the gaming system may interpret data receivedfrom the one or more depth image sensing devices to determine componentsof a detected body part. For example, the gaming system may detect aplayer moving his left arm (e.g., 605), and may detect the relativeposition of the player's shoulder, elbow, and/or wrist, as alsogenerally shown at 605. In another example, the gaming system maydetermine, from the plurality of possible angles created by movement ofthe shoulder, elbow, and/or wrist, a reference left arm angle ofmovement to utilize as a player's input.

In one example, left arm gesture 605 may be used to place a wager on aplay of a game. For example, a gaming system may determine that a playermoved his hand from first left arm limit of movement 612A to second leftarm limit of movement 6128, which may indicate that the player wishes tobet a predetermined maximum amount (and/or start the game). The gamesystem may then implement the bet, and then wait for an input to beginthe game. In another example, the gaming system may query the player toconfirm the received input. For example, the gaming system may repeatthe gesture it registered in order to attempt to avoid anymisinterpreted inputs. In another example, a confirmation may happenonce by obtaining the player's agreement that all, a plurality, some, afew, and/or one movement is binding.

In another example, for each of a plurality of left arm gesture 605 aplayer may make, the gaming system increments the bet per line that willbe applied to the next play of the game. For example, if a player makesfive up-and-down movements, the gaming system would interpret themovements as an indication that the player wishes to bet five creditsper line.

In another example, the direction of movement may also provideadditional data utilized by the gaming system to determine the playerinput. For example, a movement in one direction (e.g., from first leftarm limit of movement 612A to position second left arm limit of movement6128) may indicate a desired input of increasing a bet, while a movementin a different direction (e.g., from position of second left arm limitof movement 6128 to position of first left arm limit of movement 612A)may indicate a desired input of decreasing a bet. In this manner, theplayer may have a simple mechanism to control their desired input, yetmay have sufficient enough control to make specific selections, and/ormay correct certain inputs.

In another example, the gaming system may attempt to detect left armangle of movement 614 in real time and may increase or decrease a wagerdepending on the detected angle. For example, a gaming system may detecta player's arm at first left arm limit of movement 612A, and may furtherdetect the player's arm as it moves to second left arm limit of movement6128, and may dynamically determine an associated left arm angle ofmovement 614, and may increase the wager as left arm angle of movement614 changes (e.g., increases) and/or decrease the wager as left armangle of movement 614 changes (e.g., decreases). In one example, thegaming system may determine the final desired wager after left arm angleof movement 614 remains relatively unchanged for a period of time (e.g.,1 to 2 seconds, etc.). In another example, the gaming system maydetermine one or more actions based on comparing one or more movementswith one or more profiles on a player's card. In another example, thegaming system may determine one or more actions based on comparing oneor more movements to a movement history during a current playing session(e.g., the system learns the player's moves).

In another example, left arm angle of movement 614 may at leastpartially indicate a desired aspect of the player's input. For example,a left arm movement (e.g., 605) may indicate a player's desire to spin aset of reels to begin a new play of a game. In another example, thegaming system may detect an associated left arm angle of movement 614with the player's input in order to determine a rate of reel spin. Forexample, a greater left arm angle of movement 614 may be interpreted bythe gaming system to indicate a desired faster spin, while a smallerleft arm angle of movement 614 may be interpreted by the gaming systemto indicate a desired slower rate of reel spin. In another example, thegaming system may instead of, or in addition to, interpreting left armangle of movement 614 to determine the speed of reel spin, interpret thetime it takes a player to move his hand from first left arm limit ofmovement 612A to second left arm limit of movement 612B to determine thespeed of reel spin. For example, if a player moves his hand from a firstposition (e.g. 612A) to a second position (e.g., 612B) in a very rapidmanner, the gaming system may interpret such movement as indicating adesire to spin the reels at a faster pace (e.g., from speed one to speedtwo).

In another example, the gaming system may interpret the direction ofmovement in order to determine the direction of reel spin. For example,if a player moved his hand from a top position (e.g., 612A) to a bottomposition, the gaming system may interpret such movement as a desire tospin the reels in a traditional top-to-bottom manner. In anotherexample, if a player moved his hand from a bottom position (e.g., 612B)to a top position (e.g., 612A), the gaming system may interpret suchmovement as a desire to spin the reels in a less traditionalbottom-to-top manner.

In another example, left arm gesture 605 may be utilized by a gamingsystem to determine the number of paylines a player desires to wager on.In one example, detection of a movement by a player's arm from a firstposition (e.g., 612A) to a second position (e.g., 612B) may beinterpreted by the gaming system as an input to increase the number ofpaylines that will be actively played in a subsequent play of the game.In another example, detection of a movement by a player's arm from asecond position (e.g., 612B) to a first position (e.g., 612A) may beinterpreted by the gaming system as an input to decrease the number ofpaylines that will be actively played in a subsequent play of the game.In another example, the gaming system may attempt to detect left armangle of movement 614 in real time and may increase or decrease thenumber of active paylines depending on the detected angle. For example,a gaming system may detect a player's arm at first left arm limit ofmovement 612A, and may further detect the player's arm as it moves tosecond left arm limit of movement 6128, and may dynamically determine anassociated left arm angle of movement 614, and may increase the numberof active paylines as left arm angle of movement 614 changes (e.g.,increases) and/or decrease the number of active paylines as left armangle of movement 614 changes (e.g., decreases). In one example, thegaming system may determine the final desired number of active paylinesafter left arm angle of movement 614 remains relatively unchanged for aperiod of time (e.g., 1 to 2 seconds, etc.).

An exemplary two arm gesture 615 may be detected and/or interpreted by agaming system. A two arm gesture 615 may include a first right arm limitof movement 616A and/or a second right arm limit of movement 6168, alongwith left arm gesture 605 (and reproduced adjacent to right arm gesture615A for illustrative purposes). In another embodiment, the gamingsystem may determine based on one or more right arm limits of movement aright arm angle of movement 618. All examples utilized in thisdisclosure may be utilized with two arm gesture 615 including anyexample disclosed with left arm gesture 605.

In one embodiment, one or more commands interpreted by a gaming systemvia one or more depth image sensors may require additional movements bya player, which may be beneficial to attempt to avoid misinterpretedgestures. In one such example, a player may input a desired wager via anappropriate left arm gesture 605, but may be required by the gamingsystem to confirm the wager by producing an adequate right arm movement615. For example, after a player has input a desired wager via left armgesture 605, right arm gesture 615A, and/or two arm gesture 615, whichmay happen to be lifting the left arm up-and-down once, the player maythen be required to confirm the determined wager by providing anappropriate right arm gesture 615, which may happen to be moving theright arm from left-to-right. In one example, a player may be requiredto move his right arm from first right arm limit of movement 616A tosecond right arm limit of movement 6168, so that right arm angle ofmovement 618 meets and/or exceeds a predetermined angle.

In another embodiment, both (e.g., two arm gesture 615) left arm gesture605 and right arm gesture 615A may be utilized by a gaming system todetermine that a player desires to bet maximum on a subsequent game. Inone example, if a gaming system detects that a player has made gestureswith both arms (e.g., 615), then the gaming system may interpret suchgestures as a player's input to bet the maximum amount, and maytherefore not require additional input to confirm the wager and/or maynot be required to further analyze associated angle of movements (e.g.614 and/or 618) and/or other gestures for the purposes of determining anexact one of a plurality of possible inputs. In such an embodiment, itmay be desirable to utilize two simultaneous gestures to indicate a“maximum” input, such as a maximum bet, in order to reduce a need torequire a separate confirmation input and/or an exact gesture and/orassociated gesture recognition to determine an exact input, whichindividually and/or collectively may slow down the rate of play on agaming system by the player.

In another embodiment, both left arm gesture 605, right arm gesture615A, and/or two arm gesture 615 may be utilized by gaming system 200 todetermine that a player desires to play a maximum number of paylines fora subsequent game. In one example, if a gaming system detects that aplayer has made gestures with both arms (e.g., 615), then the gamingsystem may interpret such gestures as a player input to play a maximumnumber of paylines, and may therefore not require additional input toconfirm the wager and/or may not be required to further analyzeassociated angle of movements (e.g., 614 and/or 618) and/or othergestures for the purposes of determining an exact one of a plurality ofpossible inputs. In such an embodiment, it may be desirable to utilizetwo simultaneous gestures to indicate a “maximum” input, such as allpaylines, in order to reduce a need to require a separate confirmationinput and/or an exact gesture and/or associated gesture recognition todetermine an exact input, which individually or collectively may slowdown the rate of play on a gaming system by the player.

In one embodiment, one arm gesture (e.g., 605) may be utilized toincrease an input, and a different arm gesture (e.g., 615A) may beutilized to decrease an input. For example, left arm gesture 605 may beutilized to increase the number of paylines to be played and/or thewager per payline, and right arm gesture 615A may be utilized todecrease the number of paylines to be played and/or wager per payline.

In one embodiment, it may be desirable to allow a player to only use asingle arm to make inputs in place of an input that may also allow theuse of two arms. It is contemplated that such a feature would be usefulin allowing the utilization of such a gaming system by persons that donot have two complete arms and/or have difficulty using both arms. Inone such example, a player may be able to utilize left arm gesture 605to indicate a desired bet, and then may be able to fold their arm acrosstheir body so that it is in a similar position of right arm gesture615A, and make an appropriate right arm gesture to confirm the wager.

FIG. 6C is another illustration of exemplary human gesturing inputs,according to one embodiment. FIG. 6C illustrates one or more multiplayerembodiments.

In one embodiment, one or more depth image sensing devices may detecttwo or more players in 2D, generally shown at 625. One example of thisembodiment may include the detection of a first 2D player 610A and asecond 2D player 610B. In another example, a gaming system may, via oneor more depth image sensing devices, determine a 2D effective distance630 between a first 2D player 610A and a second 2D player 610B. Inanother example, the gaming system may determine a 2D median distance632 between such players.

In one embodiment, one or more depth image sensing devices may detecttwo or more players in 3D, generally shown at 635. One example of thisembodiment may include the detection of a first 3D player 610C and asecond 3D player 610D. In another example, a gaming system may, via oneor more depth image sensing devices, determine a 3D effective distance634 between first 3D player 610C and second 3D player 610D. In anotherexample, the gaming system may determine a 3D median distance 636between such players.

In one embodiment, a community gaming event may allow for multipleplayers to make gestures as inputs to a play of the event. For example,a gaming system may allow for a first player (e.g., 610A or 610C) tomake an input to the community game and may allow a second player (e.g.,610B or 610D) to also make an input to the community game. In oneembodiment, such inputs by first and second players may be simultaneous.In one embodiment, such inputs by first and second players may follow anindicated order.

In one embodiment, a gaming system may include a community displaydevice. In another embodiment, the community display device may beutilized to display a community game. In another embodiment, thecommunity game may include one or more objects and/or characters thatare individually and/or collectively modified based on one or moredetected characteristics of a first player (e.g., 610A or 610C) and/or asecond player (e.g., 610B or 610D).

For example, a community display may present a community price guessinggame, wherein each player is allowed to make a single guess as to theprice of a certain item. In one example, the gaming system may determinethat a first player (e.g., 610A or 610C) may make a first selection, andmay display instructions for the first player to stand and move his/herbody to a position that equates to his/her selection. In one example,the community display device may present an icon moving along a listingof prices, wherein the movement may be correlated with the movement ofthe first player (e.g., 610A or 610C), and may stop based on when thefirst player (e.g., 610A or 610C) stops. The community display may thenpresent a second icon moving along the listing of prices, wherein themovement may be correlated with the movement of the second player (e.g.,610B or 610D), and may stop based on when the second player (e.g., 610Bor 610D) stops. The community display may then reveal the actual priceand the determined winner based on the relative proximity of each of theplayers.

In one embodiment, a gaming system may utilize the relative position ofmultiple persons in order to determine their associated community gameposition. For example, gaming system 200 may determine the location of afirst player (e.g., 610A or 610C) based on the detection of the firstplayer relative a fixed point, and may then determine the location of asecond player (e.g., 610B or 610D) based on the detection of the secondplayer relative to the first player. In one such example, a gamingsystem may determine and/or utilize a detected effective distance (e.g.630 or 634) and/or a mean distance (632 or 636).

In one embodiment, a community display device may present instructionsin conjunction with a play of a community game to position two or moreplayers relative to each other. For example, a gaming system may detectan effective distance (e.g. 630 or 634) and/or a mean distance (632 or636) between two players, and instruct them to move based on suchdetermination. In one example, it may be desirous to move playersfurther apart for safety reasons, and/or may prevent a collision amongstplayers during play of the community game. In another example,instructions may be in written and/or verbal form, and may becommunicated to the players via one or more audio/visual devices. Inanother example, a community display device may present icons indicativeof each player, and may include a graphical illustration, which may helpsuggest where the players are suggested to move. For example, acommunity display device may present two virtual contestants; each oneassociated with a different real-world player, and may include agraphical indication of danger and/or arrows to indicate to the playersthat they are positioned too close to each other for an upcoming play ofa community game. In another example, a player may move from a firstposition 610A to a second location 610B to initiate one or more actions.In another example, a play may jump from a third position 610C to afourth position 610D to initiate one or more actions.

FIG. 6D is another illustration of exemplary human gesturing inputs,according to one embodiment. FIG. 6D may illustrate exemplary singlehand movements, which may be detected and/or interpreted by a gamingmachine, according to one embodiment herein.

In one embodiment, a gaming system, via one or more depth image sensors,may detect and/or interpret a single finger gesture 645. In anotherembodiment, a gaming system may detect and/or interpret an individualfinger moving from a first finger position 640 to a second fingerposition 642. In another embodiment, a gaming system may detect and/orinterpret a multi-finger gesture 655. In another embodiment, a gamingsystem may detect and/or interpret multiple fingers in a first doublefinger position 644 and then may detect and/or interpret multiplefingers in a second double finger position 546. In still anotherembodiment, a gaming system may detect one or more fingers moving from afirst position (e.g., 640 or 644) to a second position (642 or 646). Inanother embodiment, a gaming system may detect one or more fingers in afirst position (e.g., 640 or 644) at a first time, and then may detectthe one or more fingers in a second position (e.g., 642 or 646) at asecond time, and the gaming system may then determine one or moregestures (e.g., actions) to associate with such detection. In oneembodiment, a gaming system may interpret a single movement of aplayer's one or more fingers from a first position (e.g. 640 or 644) toa second position (e.g., 642 or 646) as indicating a desired playerinput. In another embodiment, a gaming system may require repetitivemovements of a player's one or more fingers from a first position (e.g.640 or 644) to a second position (e.g., 642 or 646) before attributing adesired player input. In other example, gaming system 200 and/or methodmay utilize player profiles, dynamic learning models, data from aloyalty card, and/or any other process to determine player input.

In one embodiment, gaming system 200 may detect a player gestureincluding the movement of one or more fingers, and may determine adesired player input to attribute to such detected gesture. In oneexample, gaming system 200 may comprise a blackjack game, and gamingsystem 200 may attribute a “hit” input to a repetitive single fingergesture 645, and/or may attribute a “split” input to multi-fingergesture 655.

In one example, one or more finger gestures may be detected and/orinterpreted in order to provide input into a secondary and/or bonusgame. For example, a bonus game may include an offer/acceptance gamemechanic, and a player may have the ability to accept a current offer byutilizing one or more finger gestures (e.g., 645, 655, etc.).

In another example, one or more finger gestures may be utilized todetermine input related to parameters for a game. For example, one ormore finger gestures may be utilized to input a player's desired wager.In one example, a player may move a finger from a first position (e.g.,640) to a second position (e.g., 642), and gaming 200 system mayincrement the wager based on such movements and/or gestures. In anotherexample, gaming system 200 may increment the wager based on each suchmovements and/or gestures it detects prior to initiation of a new game.In another example, a player may move a finger from a first position(e.g., 640) to a second position (e.g., 642), and gaming system 200 mayincrement the number of active paylines based on such movements orgestures. In another example, gaming system 200 may increment number ofactive paylines based on each such movements or gestures it detectsprior to initiation of a new game.

In one example, a gaming system may begin a new play of the game basedon one or more finger gestures (e.g., 645, 655, etc.). For example, agaming system may cause a plurality of reels to spin based on thedetection of one or more multiple finger gestures (e.g., 655). In oneexample, a gaming system may require a multiple finger gesture in orderto begin a new play of a game in order to insure that a more deliberategesture is received in an attempt to avoid misinterpreted gestures.

FIG. 6E is another illustration of human gesturing inputs, according toone embodiment. FIG. 6E may illustrate single hand movements, which maybe detected and/or interpreted by a gaming machine, according to oneembodiment.

FIG. 6E may illustrate a single hand gesture 665, which may include aforward facing hand 650 being flipped to a backward facing hand 652. Inone embodiment, such a deliberate gesture may be desirable to avoidmisinterpreted and/or accidental player gestures. It is contemplatedthat a gaming system requiring deliberate player gestures may bebeneficial and/or more desirable to play, operate, own, and/or manage.For example, a player may use forward facing hand 650 to backward facinghand 652 to alert a gaming system that the player wants to spin the reelmore rapidly. In another example, the player may use forward facing hand650 to backward facing hand 652 to alert a gaming system that the playerwants to order another drink. A list of gestures and their allocatedactions may be programed at the beginning of each game, may be saved ona player's card, may be universally used throughout the casino, and/ormay be determined in any other way.

It should be noted that patron servicing (e.g., drink orders, waitresscalls, emergency responses, etc.) may be communicated over anindependent controller and/or a communication device attached toelectronic gaming device 100 and/or electronic gaming system 200.Further, these independent controller and/or communication device maynot be connected to the game logic controller. In one example, thesesystems may be part of a player tracking system.

In one example, single hand gesture 665 may be utilized in a secondaryand/or bonus game. For example, a bonus game may include a mechanismwhich allows a player to select one or more selections to revealpossible awards. In another example, a gaming system may detect aplayer's hand in 3D (and/or 2D), and display an associated virtual iconon a display device, which moves based on the player's detected hand,over and around the one or more selections. Once a player has made thedecision on which selection to pick, the player simply has to hold hishand in a position that causes the display device to present theassociated virtual icon at such selection, and then flip their hand fromforward facing hand 650 to backward facing hand 652, and the gamingsystem may interpret such gesture as indicating the player's desire tochoose that selection. In another example, the selection procedure maybe timed so that once the timer is up the selection is made. The gamingsystem may then turn over the chosen selection, and reveal theassociated outcome. It is contemplated that in such an example, it maybe beneficial to utilize an input that is both deliberate and thatclosely resembles the action being displayed on the one or more displaydevices (e.g., the flipping of the hand/selection) in an effort to makethe game mechanic and gesture input easily understood by a player whilealso attempting to avoid misinterpreted and/or mistaken player inputs.

In another example, single hand gesture 665 may be utilized in providinggame information to a player. For example, a player may access a gameinformation screen, which may comprise a plurality of pages ofinformation, and may navigate through such pages by flipping their hand,as generally shown in single hand gesture 665. In one example, a gamingsystem may display the information page changing in a manner thatreflects how a player's hand is turning. For example, if a player's handmoves from forward facing hand 650 to backward facing hand 652 in arapid manner, the gaming system may display the page changing rapidly.In another example, the gaming system may display a page turning in amanner that may connote a physical page actually being turned by theplayer's hand as it moves from forward facing hand 650 to backwardfacing hand 652. Further, one or more reels may be moved, one or moresymbols may be moved, one or more game themes may be changed, and/or anyother element may be moved and/or changed by using a gesture.

FIG. 6F illustrates another embodiment where a gaming system may detectand/or interpret a player gesture. FIG. 6F may illustrate a player'sgesture that may include a bodily part of a player (e.g., a player'shand 660) and a physical object (e.g., a glass 662), as generally showna request image 675. In FIG. 6F, a gaming system may detect and/orinterpret glass 662 being shaken by player's hand 660, which isgenerally illustrated by a first glass outline 664 and a second glassoutline 666.

In one example, a gaming system may detect a player shaking and/orotherwise moving their glass (e.g., 675), and/or interpret such actionas a player desiring drink service. In another example, the gamingsystem may cause a message to be sent to a nearby drink station and/orbar, which may cause a waitress to visit the gaming system in order toassist the player. In another embodiment, the gaming system may cause adrink menu to be displayed on one or more associated display devices,which may allow a player to make a further input to select what drink tobe delivered to the player. In one example, the drink selection may bebased on the player's past history and/or a profile on the player'scard.

FIG. 6G is another illustration of exemplary human gesturing inputs,according to one embodiment. FIG. 6G may illustrate sign language (e.g.,American Sign Language or “ASL”) movements, which may be recognized by agaming system, according to one embodiment.

In one embodiment, a gaming system may recognize the sign languagemovements for “eat” as generally shown in a first sign language gesture680. In one example, a gaming system may recognize a player's hand 682moving towards (as generally shown at 684) a player's head 686 asindicating a player's desire to order food. First sign language gesture680 may be used for a gaming system to recognize that the player wouldlike food service, a menu of available food options, and/or a waitressto come to the gaming system.

In another embodiment, a gaming system may recognize the sign languagemovements for “help” as generally shown in second sign language gesture688, which may include a player's first hand 690 in a first position ontop of a player's second hand 690 in a flat position. Both hands maymove upwards together in an upward hand direction 692. In one example, agaming system may recognize second sign language gesture 688 as adesired input by the player to show a help screen on an associateddisplay device. In another example, a gaming system may recognize secondsign language gesture 688 as an indication of an emergency situation,and cause a message to be sent to local security personnel in order toassist the player. In another example, a gaming system may recognizesecond sign language gesture 688 as an indication that the player wouldlike a waitress to come to the gaming system.

In another embodiment, a gaming system may recognize the sign languagemovement for “play” as shown in a third sign language gesture 695, whichmay include a player's first hand 696 and a player's second hand 699moving in a back and forth manner (as illustrated by first arrow 697 andsecond arrow 698). In one example, a gaming system may recognize thirdsign language gesture 695 as a desired input to begin a new game, andcause a new game to start (e.g., cause the reels to spin or a new handof cards to be dealt). In another example, a gaming system may recognizethird sign language gesture 695 as an indication that the player isready to play, and may therefore exit out of any informational screensor demo modes that are currently being displayed. In another example, agaming device may recognize third sign language gesture 695 as anindication to verbally announce, “It's game time!” and/or any otherwords.

In one embodiment, a gaming system may recognize multiple sign languagemovements (e.g., first sign language gesture 680, second sign languagegesture 688, and/or third sign language gesture 695). In anotherembodiment, a gaming system may only recognize a single sign languagemovement (e.g., first sign language gesture 680, second sign languagegesture 688, or third sign language gesture 695) as a game input. Inanother embodiment, a gaming system may recognize one or more signlanguage inputs (e.g., first sign language gesture 680, second signlanguage gesture 688, and/or third sign language gesture 695) inaddition to one or more non-sign language gestures (e.g., a playercoughing to indicate a need for a drink, a player rubbing his tummy toindicate hunger, a player holding up an empty glass and shaking it toindicate a refill is needed, etc.), which could be made by a player. Anyof these elements may be combined.

FIG. 7 is a process flowchart of one example of a primary game play 700on an electronic gaming system, according to one embodiment. The methodmay include the step of a player adding credit to the electronic gamingsystem (step 702). It is contemplated that a player may do this byinserting cash, coins, a ticket representative of a cash value, a creditcard, a player card, requesting an electronic funds transfer (“EFT”),otherwise requesting access to an account having monetary funds, and/orany other way to add credits.

At step 704, the player may select the number of paylines to play. Inone embodiment, the player may select from a plurality of differentpaylines to play. In another embodiment, the player may only play apredetermined number of paylines. For example, the gaming system mayonly allow a player to play forty paylines, and will not allow theplayer to select to play more or less paylines. In another embodiment,the gaming system may not offer paylines, but rather may offer adifferent way to evaluate the game play. One example of a different wayto evaluate the game play may be sometime referred to as a 243-waysevaluation, where symbols may be evaluated based on the existence oflike-symbol clusters on adjacent reels, starting with the left-most reeland continuing right, instead of how many paylines run through thelike-symbol clusters.

At step 706, the player may make a wager on the game. In one embodiment,the wager may be a multiple of the number of paylines selected at step704. In another embodiment, the wager may not be a multiple of thenumber of paylines selected at step 704. In another embodiment, thewager may include a side wager (e.g., ante bet). A side wager, in oneexample, may be used to make the player eligible to be awarded the extrafunctionality discussed above. It should be appreciated that in someembodiments, the order of steps 704 and 706 may be not critical, and sofor example, a player may select the wager they wish to place, and thenselect the number of paylines they want it applied to, and that theseembodiments are expressly contemplated as being within the scope of thepresent disclosure.

Continuing to step 708, the gaming system may pull random numbers from arandom number generator (“RNG”). In one embodiment, the system may pullone random number for each reel. In another embodiment, the system maypull one random number, which may be utilized to determine the stoppositions for each reel. In another embodiment, the random numbersdetermined by the RNG may be based on the time that the numbers may bepulled. In another embodiment, the random numbers determined by the RNGmay be based on the prior numbers pulled.

At steps 710 and 712, the gaming system may utilize the random numberspulled at step 708 to determine the primary game symbols to display inthe play of the primary game, which in turn both determines thepresentation of the game to the player and evaluates the game outcome.In one embodiment, the random numbers pulled may determine the stoppingpositions for the reels, which may be then caused to stop at thoseassociated positions, and then the gaming system evaluates the displayedprimary game symbols to determine the game outcome. In anotherembodiment, the gaming system determines the game outcome based on thepulled random numbers, and then causes the game to present an associatedoutcome to the player.

At step 714, the win or loss outcome may be identified for the player.In one embodiment, this step may include additional messaging, which mayprovide information related to the win or loss, such as why the playerwon or lost. In another embodiment, this step may include identificationof the amount of any award earned by the player.

FIG. 8 is a process flowchart of one example of a combined primary andsecondary game play 800 on an electronic gaming system, according to oneembodiment. The method may include the step of a player adding credit tothe electronic gaming system (step 802). It is contemplated that aplayer may do this by inserting cash, coins, a ticket representative ofa cash value, a credit card, a player card, requesting an electronicfunds transfer (“EFT”), otherwise requesting access to an account havingmonetary funds, and/or any other way of adding credit to the electronicgaming system.

At step 804, the player may select the number of paylines to play. Inone embodiment, the player may select from a plurality of differentpaylines to play. In another embodiment, the player may only play apredetermined number of paylines. For example, the gaming system mayonly allow a player to play forty paylines, and may not select to playmore or less paylines. In another embodiment, the gaming system may notoffer paylines, but rather may offer a different way to evaluate thegame play. For example, a 243-ways evaluation may be a game wheresymbols may be evaluated based on the existence of like-symbol clusterson adjacent reels, starting with the left-most reel and continuingright, instead of how many paylines run through the like-symbolclusters.

At step 806, the player may make a wager on the game. In one embodiment,the wager may be a multiple of the number of paylines selected at step804. In another embodiment, the wager may not be a multiple of thenumber of paylines selected at step 804. In another embodiment, thewager may include a side wager, which may be used to make the playereligible to be awarded the extra functionality discussed above. Itshould be appreciated that in some embodiments, the order of steps 804and 806 may be not critical, and so for example, a player may select thewager they wish to place, and then select the number of paylines theywant it applied to, and that these embodiments may be expresslycontemplated as being within the scope of the present disclosure.

Continuing to step 808, the gaming system may pull random numbers from arandom number generator “RNG”. In one embodiment, the system may pullone random number for each reel. In another embodiment, the system maypull one random number, which may be utilized to determine the stoppositions for each reel. In another embodiment, the random numbers maybe determine by the RNG, based on the time that the numbers may havebeen pulled. In another embodiment, the random numbers may be determinedby the RNG based on the prior numbers pulled.

At step 810, the gaming system may utilize the random numbers pulled atstep 808 to evaluate the game outcome. In one embodiment, the randomnumbers pulled may determine the stopping positions for the reels, whichmay be then caused to stop at those associated positions, and then thegaming system may evaluate the displayed primary game symbols todetermine the game outcome. In another embodiment, the gaming system maydetermine the game outcome based on the pulled random numbers, and thencause the game to present an associated outcome to the player.

At step 812, the gaming system may determine if a secondary or bonusgame may be triggered. In one embodiment, the bonus game may betriggered by the display of a plurality of matching symbols at aplurality of predetermined symbol positions within a play of the primarygame. In one embodiment, the bonus game may be triggered via a triggerthat may not be apparent to a player, which may be referred to as amystery trigger. In another embodiment, a controller connected to thegaming system may determine a bonus trigger based on criteria determinedby monitoring two or more gaming systems linked to the controller. Inone embodiment, the bonus trigger may be random, predetermined, based atleast partially on a prior play of the gaming system, based at leastpartially on the play of a separate gaming system, based at leastpartially on a bingo outcome, and/or any combination thereof.

If it is determined that a bonus or secondary game was not triggered,the process may continue to step 814, where the base game may be fullypresented to the player. As discussed above, the orders of step 810,812, and 814 may be changed without affecting the novel conceptsdisclosed herein.

At step 816, the win or loss outcome of the primary game may beidentified for the player. In one embodiment, this step may includeadditional messaging, which provides information related to the win orloss, such as why the player won or lost. In another embodiment, thisstep may include identification of the amount of any award earned by theplayer

If it is determined at step 812 that a bonus or secondary game wastriggered, then process 800 may continue to step 818, where thesecondary game may be presented to the player. As discussed above, theremay be numerous ways to present the secondary or bonus game to theplayer.

At steps 820 and 822, the outcome of the secondary game may be evaluatedand presented to the player. In one embodiment, the outcome of the bonusgame may always be a winning outcome. In another embodiment, the outcomeof the secondary game may cause a significant award to be provided tothe player. In one example of such an embodiment, the award may not beprovided by the gaming system, as a casino operator may need to verifytax information before allowing such an award to be provided to theplayer. In one embodiment, instead of the process 800 ending after step822, the process may continue to step 814 so as to finalize the primarygame outcome presentation to the player.

FIG. 9 is a flow diagram for depth image sensing of a scene, accordingto one embodiment of the present disclosure. The method illustrated inFIG. 9 may be a method of detecting a scene change 900, and may includeone or more sensors detecting a scene image (step 902). In oneembodiment, the sensor may detect the scene image in 2D (and/or 3D). Forexample, the one or more sensors may include a type of camera, which maydetect the relative position of pictured objects. In another embodiment,the one or more sensors may detect the scene image in 3D. For example,the sensor may include an IR light source and a CMOS sensor, which maycooperatively work to help determine the relative 3D position of objectswithin a scene.

At step 904, the scene detected at step 902 may change. In oneembodiment, the changed scene may be a player attempting to interactwith the gaming system via one or more depth image sensing devices. Inanother embodiment, the changed scene may be a player moving unaware ofthe one or more depth image sensing devices.

At step 906, the sensor may detect the scene change. In one embodiment,the at least one depth image sensor may detect movement of a physicalbody within the scene. For example, at least one depth image sensor maydetect the actual movement of a player's hand from a first position to asecond position, thereby determining that there was a scene change. Inanother embodiment, the at least one depth image sensor may periodicallydetect the scene and communicate data related to the detected scenes,which may then be compared to detect changes in the scene. For example,one or more depth image sensing devices may scan a field at intervals ofone second, and upon a first scan of the field detects a player's handat a first position, and upon a second scan detects the player's hand ata second position. This data may then be utilized to determine thatthere was a scene change. The timed intervals may be any length of time(e.g., 1 second, 2 seconds, 3 seconds, 10 seconds, 5 minutes, etc.).

At step 908, the sensor may send data to a game logic controller. In oneembodiment, such data may be transmitted wirelessly. In anotherembodiment, such data may be transmitted via a wired connection. Inanother embodiment, such data could be communicated via a bus connection(e.g., for example, a universal serial bus (“USB”) connection).

At step 910, the game logic controller may utilize the data receivedfrom the sensors to interpret the content of the new scene. In oneembodiment, the data may be basic data, which may represent at a digitallevel the content of the scene change, with no associatedinterpretation. For example, the data may only include a 3Drepresentation of the changed scene, but may not include any associatedinterpretation of what any of the bodies (and/or objects) within thescene are and/or what the bodies (and/or objects) are doing. In such anexample, the game logic controller may then interpret the entire scene,and may include what any of the bodies (and/or objects) within the sceneare and what the bodies (and/or objects) are doing.

In one embodiment, the data may be basic data, which may represent at adigital level the content of the scene change, along with one or moreassociated interpretations. For example, the data may include a 3Drepresentation of the changed scene and one or more associatedinterpretations of what any of the bodies (and/or objects) within thescene are and/or what the bodies (and/or objects) are doing (e.g.,moving hand, etc.). In such an example, the game logic controller maythen interpret the entire scene based on and/or partially based on theone or more associated interpretations and the raw data.

In another example, the data may only include a 2D representation of thechanged scene, but may not include any associated interpretation of whatany of the bodies (and/or objects) within the scene are or what thebodies (and/or objects) are doing. In such an example, the game logiccontroller may then interpret the entire scene, and may include what anyof the bodies (and/or objects) within the scene are and what the bodies(and/or objects) are doing.

In one embodiment, the data may be basic data, which may represent at adigital level the content of the scene change along with one or moreassociated interpretations. For example, the data may include a 2Drepresentation of the changed scene and one or more associatedinterpretations of what any of the bodies (and/or objects) within thescene are and/or what the bodies (and/or objects) are doing (e.g.,moving hand, etc.). In such an example, the game logic controller maythen interpret the entire scene based on and/or partially based on theone or more associated interpretations and the raw data.

In another example, the data may include both a 3D representation and a2D representation of the changed scene, but may not include anyassociated interpretations of what any of the bodies (and/or objects)within the scene are or what the bodies (and/or objects) are doing. Insuch an example, the game logic controller may then interpret the entirescene, and may include what any of the bodies (and/or objects) withinthe scene are and what the bodies (and/or objects) are doing.

In one embodiment, the data may be basic data, which may represent at adigital level the content of the scene change, along with one or moreassociated interpretations. For example, the data may include both a 2Drepresentation and a 3D representation of the changed scene and one ormore associated interpretations of what any of the bodies (and/orobjects) within the scene are and/or what the bodies (and/or objects)are doing (e.g., moving hand, etc.). In such an example, the game logiccontroller may then interpret the entire scene based on and/or partiallybased on the one or more associated interpretations and the raw data.

In another embodiment, the data transmitted to the game logic controllerat step 910 may include at least some associated interpretation. Forexample, the data received from the sensors may include interpretivedata that a hand moved from a first point to a second point, and thenthe game controller may then determine what such movement of a player'shand represents. In this example, it may be possible to share the datainterpretation workload amongst the sensors and the game logiccontroller.

At step 912, the game logic controller may send data to one or moredevices. In one embodiment, the data the game logic controller forwardsat step 912 may include new data, such as data resulting frominterpreting the data received from the sensors. For example, the gamelogic controller may interpret the data from the sensors and determinethat a player moved their hand from a first point to a second point, andthen may further determine that this action is a recognized action forperforming a first command in a play of a game, and then may forward newdata related to the first command to one or more devices.

In one example, if the data indicates a first activity (e.g., walking),then a first action (e.g., initiate a light display) may be commanded bythe one or more processors to be implemented on one or more gamingdevices (or non-gaming devices and/or any combination thereof). In asecond example, if the data indicates a second activity (e.g., sitting),then a second action (e.g., initiate program one, which may be a gameoverview) may be commanded by the one or more processors to beimplemented on one or more gaming devices (or non-gaming devices and/orany combination thereof). In another example, if the data indicates athird activity (e.g., groups of people), then a third action (e.g.,initiate a multi-game presentation) may be commanded by the one or moreprocessors to be implemented on one or more gaming devices (ornon-gaming devices and/or any combination thereof). In another example,if the data indicates a fourth activity (e.g., groups of people playinganother game), then a fourth action (e.g., initiate an attraction mode,which may include a bonus for coming over to play this game) may becommanded by the one or more processors to be implemented on one or moregaming devices (or non-gaming devices and/or any combination thereof).

In one example, one or more sensors may detect the absence of a patron(e.g., an empty chair and/or an empty scene in front of the cabinet) andbased on this detection, one or more processors may initiate an attractmode, an activity rest mode, and/or a low light mode.

In another example, if the patron is seated but there are no creditspresent in the machine, one or more sensors may prompt the gamecontroller to present graphics and/or audio presentations inviting thepatron to become a player by entering credits.

In another example, the overall function of the sensor system (e.g., 2D,3D, and/or a combination thereof) may be to detect the presence,orientation, and movement of a person and/or a group of patrons withinthe game system area and thereby altering and/or adapting theinteraction of the game system with the patrons either in an attractmode during non-game play and/or during game play.

In another example, a screen cursor may follow a player's pointinggesture—and gestures to select targets under the cursor, and gestures toexecute those targets.

In another embodiment, the data transmitted by the game logic controllerat step 912 may include at least a portion of the data the gamecontroller may have received from the sensor at step 908. For example,the sensor may have sent data representative of a player's hand movingto the game logic controller, which then included such datarepresentative of the player's hand moving to one or more devices.

In another embodiment, the game logic controller may determine which ofthe one or more devices may need to perform one or more actions based onthe received data, and then may only forward such data to those devices.For example, the game logic controller may determine that the datarepresentative of a specific hand movement by the player should cause anassociated display screen to change displays, a command may be sent tothe associated display screen to change displays, but the command maynot be sent to an associated ticket printer as the ticket does not haveany associated actions to perform. In another embodiment, the game logiccontroller may determine an appropriate command at step 910 based on thedata received at step 908, and may then broadcast the determined commandto all associated devices. The devices may have the appropriateconfiguration in order to determine if the broadcast command applies toeach machine and/or whether the device needs to perform an action basedon the broadcast command.

In one example, a command signal to initiate one or more actions may betransmitted to one or more gaming devices based on data from one or morescenes. In this example, an attraction presentation signal may be sentto three gaming devices. However, only two gaming devices (e.g., thefirst gaming device and the second gaming device) may initiate anattraction presentation because the third gaming device is already inuse. The one or more scene data may be generated by any number ofdevices (e.g., first gaming device, first non-gaming device, secondgaming device, second non-gaming device, third gaming device, etc.). Inanother example, a command signal may be transmitted to a first gamingdevice, a first non-gaming device, a second gaming device, a thirdgaming device, and a fourth gaming device. However, fourth gaming devicemay not initiate the active requested by command signal because of thedistance fourth gaming device is away from one or more locational datapoints (e.g., the scene has moved away from fourth gaming device).

In one embodiment, the one or more devices may be part of the samephysical structure as the gaming system. For example, the one or moredevices may be at least one display screen, which may also be utilizedto display a play of a game on the gaming system. In another embodiment,the one or more devices may not be part of the same physical structureas the gaming system. For example, the one or more devices may be aseparate computer located at a casino bar, which may, based on the datareceived from the game logic controller, display a request for awaitress to visit the player playing at the gaming system.

In another example, one or more scenes may initiate one or moreactivities (e.g., attraction mode, attraction presentation, drinkservice, food service, help, host request, emergency response, specialpromotion, etc.). In one example, based on data from one or more scenes,an emergency response is required (e.g., someone is ill, beingthreatened, etc.). In another example, all of the gaming machines(and/or a portion thereof) are being utilized in a specific area, whichgenerates a special promotion (e.g., five free spins for everyone, 10percent extra payout for the next five minutes, etc.).

At step 914, one or more devices may perform one or more actions basedon the data from the game logic controller. In one embodiment, multipledevices may receive the same data, and each may then have to filter thereceived data to determine if they need to perform any actions based onthe data. In another embodiment, the game logic controller may filter atleast some of the data and forward data to one or more devices only ifthe receiving one or more devices is/are required to perform an actionbased on the received data.

FIG. 10 is another flow diagram for depth image sensing of a scene,according to one embodiment as disclosed herein. The method may includedetecting a live scene 1000, and may include adjusting one or moresensors to view a scene (step 1002). In one embodiment, step 1002 mayinclude a physical adjustment to one or more depth image sensingdevices. For example, one or more depth image sensing devices mayinclude servos and/or similar movement devices, in order to physicallymove the one or more depth image sensing devices and/or componentsthereof. In one example, a movement device may adjust the position ofthe depth image sensor as a whole in order to adjust an associated fieldof view. In another example, one or more depth image sensing devices mayallow different focusing to occur with one or more components of the oneor more depth image sensing devices. For example, one or more sensorcomponents may include a physical lens, and the lens may be physicallymanipulated in order to adjust an associated field of view.

In another embodiment, step 1002 may include a digital adjustment. Forexample, one or more sensor components may include a physical lens, anda picture relayed by the lens may be digitally zoomed or otherwisedigitally enhanced. In another example, hardware components of the oneor more depth image sensing devices may be recalibrated via softwareinstructions in order to relay better data from a viewed scene.

At step 1004, a live scene may be detected based on the data from one ormore sensors. In one embodiment, a live scene may include people makingmovements. In another embodiment, a live scene may include people makingmovements in relation to a play of a game on an associated gamingsystem. In another embodiment, a live scene may include multiple peoplemaking movements in relation to a play of a multiplayer game on amultiplayer gaming system. In one embodiment, the detection of a humanbody part (e.g., for example, a hand) may determine that a live scene isdetected. In another embodiment, the detection of movement within acertain distance of the one or more depth image sensing devices maydetermine that a live scene is detected.

At step 1006, it may be determined if one or more people are in one ormore positions. In one embodiment, the system may attempt to determinethe location of one or more people in relation to one or more associatedgaming system interfaces. For example, a multiplayer gaming system mayhave interfaces for five different players, and the system may attemptto determine the location of persons at each of the interfaces.

At step 1008, the method may include the step of transmitting the peopleand positional data to a logic function. In one embodiment, the logicfunction may reside on a specifically configured processor. In anotherembodiment, the logic function may reside on a game logic controller. Inone embodiment, the logic function may be a dedicated logic function,wherein it may solely function to receive people and positional data. Inanother embodiment, the logic function may have multiple tasks it iscapable and/or responsible to undertake.

At step 1010, the logic function may generate one or more actions. Inone embodiment, the one or more actions may be commands to one or moredevices. In another embodiment, the one or more actions may be theretransmission of part or all of the people and positional data toanother logic function and/or one or more devices. In anotherembodiment, the one or more actions may include a reconfiguration of,and/or writing to, at least one memory device.

FIG. 11 is another flow diagram for depth image sensing of a scene,according to one embodiment. FIG. 11 may be a method of correlatingscene data 1100, and may include receiving scene data from one or moresensors (step 1102). In one embodiment, the data may be basic data,which may represent at a digital level the content of the scene, with noassociated interpretation. For example, the data may only include a 3Drepresentation of the scene (also may be 2D and/or a combination of 2Dand 3D), but may not include any associated interpretation of what anyof the bodies (and/or objects) within the scene are or what the bodies(and/or objects) are doing. In another embodiment, the data transmittedmay include at least some associated interpretation. For example, thedata received from the one or more sensors may include interpretive datathat a hand moved from a first point to a second point. In this example,it may be possible to share the data interpretation workload amongst thesensors and a separate logic device.

At step 1104, the method may include determining one or more body shapesbased on the scene data. In one embodiment, the system may recognizebody shapes. For example, the system may recognize hand and fingers, butmay not recognize feet. In another embodiment, the system may recognizeeach body extremity and/or the entire body.

At step 1106, the system may recognize one or more body shape movements.In one embodiment, the system may recognize some, but not all body shapemovements. For example, the system may recognize a hand moving back andforth, but may not recognize a head shaking. In another embodiment, thesystem may recognize a preset number of body shape movements (e.g., thesystem may recognize five body shape movements; the system may recognizethree body shape movements, etc.). In another embodiment, the system mayexpand the number of recognized movements it may recognize based onrepeated observation of such movements, and in a sense, it may learnadditional movements.

At step 1108, the method may include the step of correlating the one ormore body shape movements with one or more reference models. In oneembodiment, the one or more reference models are preloaded on thesystem. In another embodiment, some of the one or more reference modelsare preloaded on the system, but the system is configured to allow forthe dynamic creation of additional models. For example, the system maystore in memory one or more body shape movements that it was not able todetermine, and also store in memory a subsequent action made by aplayer, such as an input made at the gaming system and/or a differentbody shape movement, and upon determining a pattern in such historicaldata, add the previously unrecognized body shape movement and itsassociated desired action to the listing of reference models. In thissense, the system may be able to learn additional body shape movements.In another example, the system may be able to learn movement patterns(e.g., body movements), but not have any preloaded movement profiles.

In another embodiment, reference models may include data representativeof common movements. For example, a gaming system may include a bonusfeature that instructs a player to move one or both hands in the play ofthe bonus feature, and the gaming system may include reference models,which may include data representative of a player playing with a lefthand only, a player playing with a right hand only, and/or a playerplaying with both hands. In this example, it may be possible toconfigure an associated game logic controller to interpret received dataeven if one of the player's hands is hidden from view of the one or moresensors by another body part, which may help avoid incorrectlydetermined inputs. In one example, the system may obtain data from oneor more other gaming devices and/or non-gaming devices to fill in anydata gaps.

At steps 1110-1114, the method may include the steps of determining aresponse based on the correlation from step 1108 (step 1110),transmitting data to one or more devices to implement the response (step1112), and/or the one or more devices implementing one or more actionsto implement the response (step 1114). In one embodiment, the responsemay be selected from a listing of a plurality of possible responses, andmay indicate a result in a game play mechanic. For example, a determinedcorrelation may relate to a specific desired action by a player in aplay of a gaming feature, and the associated determine response may bean indication of the outcome of the desired action, which is then,transmitted at least one display device, which then displays thedetermined outcome.

FIG. 12 is another flow diagram for depth image sensing of a scene,according to one embodiment. The method illustrated in FIG. 12 may be amethod of initiating game play based on scene data 1200, and may includedetecting a body movement (step 1202). Such detection may be done inaccordance with FIGS. 9-11, as discussed above.

At step 1204, the method may include the step of initiating game play.In one embodiment, one of a plurality of detected body movements mayinitiate game play. For example, a movement of a player's hand in aside-to-side motion, or a back-and-forth motion, may initiate a new playof the game. In another embodiment, the listing of movements, which mayinitiate a new play of a game, may be small. It is contemplated that dueto the legal nature of initiating a new play of a game, the systemprovider may want to take measures to insure that player movements,which may be interpreted to initiate a new game play are limited and/ordeliberate, in an effort to avoid misinterpreted player actions. In oneembodiment, step 1204 may initiate a play of a secondary or bonus game.In another embodiment, the gaming system may allow only secondary orbonus games to be initiated by detected body movements. It iscontemplated that this embodiment may be viewed as desirable in order toavoid unintentional initiations of new games by players, which couldhave legal ramifications.

At step 1206, the method may include the step of generating anddisplaying the game play results. In one embodiment, step 1206 mayinclude the generating and displaying of results for a primary game. Inanother embodiment, step 1206 may include the generating and displayingof results for a secondary or bonus game. In one embodiment, thedetected body movement from step 1202 may influence the generated anddisplayed game results. In another embodiment, the detected bodymovement may influence the displaying of the game results, but not theresults themselves. For example, if a detected body movement included aplayer's hand moving from bottom to top, the reels of a video slot gamemay then spin from bottom to top based on the detected hand movement,but the results may be the same even if the player had caused the reelsto spin in the opposite direction. In such an example, the detected bodymovement may still provide value in allowing the player to perceivecontrol over the spin without actually allowing the player to controland/or affect the actual outcome. In another embodiment, the detectedbody movement may only cause the game play to be initiated, and may notaffect how the game play is displayed and/or the results of the gameplay.

In another example, the method may include determining one or moreresponses, and may include receiving scene data from one or moresensors. In one embodiment, the data may be basic data, which mayrepresent at a digital level the content of the scene, with noassociated interpretation. For example, the data may only include a 3Drepresentation of the scene, but may not include any associatedinterpretation of what any of the bodies (and/or objects) within thescene are or what the bodies (and/or objects) are doing. In anotherembodiment, the data transmitted may include at least some associatedinterpretation. For example, the data received from the one or moresensors may include interpretive data that a hand moved from a firstpoint to a second point. In this example, it may be possible to sharethe data interpretation workload amongst the sensors and a separatelogic device.

The method may include the steps of determining one or more responsesbased on the received scene data and implementing one or more actions onone or more gaming devices based on the one or more determinedresponses. In one embodiment, the determined response and/or implementedaction may be made apparent to the player. For example, in response to aplayer moving his hand in a certain movement, a new play of a base gamemay be initiated. In another embodiment, the determined response and/orimplemented action may not be made apparent to the player. For example,a repeated movement by a player may be determined to be a security risk,and the implemented action may be to send an electronic message to asecurity station, so that security personnel may be dispatched tofurther investigate and/or any other action may be taken.

Some of the embodiments disclosed may utilize one or more of theprocesses disclosed herein, and/or may utilize one or more of the depthimage sensing devices disclosed herein.

In one example, a player may pick a symbol by tapping the air. Inanother example, the player may move an object located on the gamingsystem (e.g., a ship, a horse, a person, etc.) by turning their body.

In one embodiment, a gaming system may utilize one or more depth imagesensing devices in order to initiate one or more sequences used toattract players. In one example, the one or more depth image sensingdevice may detect people walking by the machine, and the gaming systemmay utilize the information received from the one or more depth imagesensing device to cause an associated display device to display imagesthat are specific to the detected people. For example, four people maywalk by the machine, and the gaming system, utilizing one or more depthimage sensing devices, may cause an associated display device to displayany four images (e.g., monkeys, GODS, woman, cars, etc.) walking acrossthe screen at approximately the same rate. In another example, each ofthe monkeys may have a characteristic that is visually similar to one ofthe people walking by (e.g., hair length, relative height to the otherpeople/monkeys, posture, gender, age, etc.). In another example, theimages may move from one or more gaming devices to one or more othergaming devices.

In another example, a gaming system may utilize such detection data touse an audio system to direct sound and/or speech based on the detectiondata. For example, if a tall male is walking by slowly, the gamingsystem may utilize related detection data to cause an audible, “Hey,tall guy. Why don't you come play me,” and/or other such personalizedsound and/or speech. For example, the player may be wearing a cowboy hatand the message may be, “Hey, Cowboy. Why don't you sit for a spell andgive this game a roll”.

In a similar example, the one or more depth image sensing devices maydetect that a person is looking at the game screen, and the gamingsystem may detect that the game is not actively being played, so thegaming system may initiate activities that are directed to inform theperson about how the game mechanics may work. For example, at least onedisplay device associated with the gaming system may start displaying atutorial on the game play mechanics. In another example, the audiosystem may cause information on the game play mechanics to be broadcast.In one example, the gaming system may offer a free play bonus (e.g.,five spins, 10 percent of inserted credits, etc.).

In another embodiment, the gaming system may utilize one or more depthimage sensing devices in order to determine the state of the gamingsystem. For example, if the gaming system does not detect any peoplemoving within a defined area around the gaming system, the gaming systemmay cause one or more components to go into a sleep mode, and/orotherwise cause them to utilize less power. In another example, thegaming system may cause one or more components to awake if the gamingsystem detects movement in close proximity to the gaming system. In suchexample, the one or more depth image sensing devices could be beneficialin allowing the gaming system to use less energy and/or increasing theuseful life of associated gaming system components.

In another embodiment, a gaming system may utilize one or more depthimage sensing devices for security purposes. In one example, the one ormore depth image sensing devices may detect a repetitive pattern ofunusual movements by a player. In another example, the one or more depthimage sensing devices may detect a player attempting to access secureparts of the gaming system. In another example, the gaming system mayanalyze data received from the one or more depth images sensing devicesand determine a security threat. In still another example, the gamingsystem may cause a message to be sent to a security system and/or acommunication terminal at a security personnel location, which may beutilized to have security personnel further investigate.

In one embodiment, the gaming system may utilize one or more depth imagesensing devices for player security purposes. In one example, the one ormore depth image sensing devices may detect that a person hassuspiciously walked up behind a player, and may cause an associatedaudio/visual device to alert the player of such an action. In anotherexample, the gaming system may cause an associated display device todisplay a video likeness of the scene behind a player, as sort of adigital rear-view mirror, so that the player can become aware of his/hersurroundings. In another example, the gaming system, via the one or moredepth image sensing devices, may determine that a person walking by hastaken something from the player's chair (e.g., a purse, etc.), and mayalert the player and/or security personnel.

In one embodiment, the gaming system may utilize one or more depth imagesensing devices for drink service purposes. For example, the gamingsystem may, based on data received from one or more depth image sensingdevices, cause a casino waitress to visit the player at the machine witha new drink and/or in order to take a new drink order. In one example,the gaming system may recognize a specific gesture made by a player toindicate the player's desire to have drink service. In another example,the gaming system may then alert a nearby waitress station about therequest. In another example, the gaming system may then cause anassociated display device to display a plurality of drink choices, andallow the player to make a further input as to which drink they desire,and then may cause the selected choice to be communicated to a nearbybar station. In another example, the gaming system may recognize certainmovements made by the player that may indicate that the player desiresanother drink. For example, it may have been detected that the playerraised an object to his mouth a predetermined number of times (e.g., 3times) and/or for a predetermined amount of time (e.g., 5 seconds),which the game logic controller may have been configured to determinethat this action means that the player has taken a drink enough times topossibly be ready for a new drink, and so the game logic controller maythen cause an associated display screen to display a drink order screenand/or alert a nearby waitress station.

In one embodiment, the gaming system may utilize one or more depth imagesensing devices for food service purposes. In one example, the gamingsystem, via the one or more depth image sensing device, may detect acertain player movement and determine that the player wishes to orderfood. In one example, the gaming system may cause a food menu to bedisplayed. In another example, the gaming system may then detect aninput made by the player indicating their food selection. In anotherexample, the gaming system may communicate with a casino kitchen and/orother food provider, which may then cause a person to visit the player.

In one embodiment, a gaming system may utilize one or more depth imagesensing devices for host service purposes. In one example, the gamingsystem, via the one or more depth image sensing device, may recognizeone or more specific gestures made by a player as indicating that theplayer desires assistance by casino personnel. In another example, thegaming system may cause a casino host page to be displayed on anassociated display device, and/or cause a communication to casino hostpersonnel in regards to the request. In another example, the gamingsystem may recognize certain movement by the player as indicative of aplayer that may need assistance, and may notify casino personnel. Forexample, the gaming system may determine that a player's head movingleft then right and then back to left, in repeated fashion, may indicatethe player is looking around for assistance, and the gaming system maythen communicate to a nearby casino host station the location of thedetected movement. In another example, the player may take apredetermined amount of time (e.g., 1 minute, 2 minutes, 5 minutes,etc.) that may indicate the player is losing interest in the game, whichthe gaming system may then communicate to a nearby casino host station,electronic gaming device 100, and/or electronic gaming system 200 thatthe player needs some incentive (e.g., a free spin, a free drink, etc.)to keep them interested.

In one embodiment, a gaming system may utilize one or more depth imagesensing devices for play of a primary wagering game. For example, thegaming system may recognize certain gestures made by a player asindicating one or more commands to the gaming system. In anotherexample, the gaming system may allow a player to begin a spin of reelsby utilizing hand gestures. In another example, the gaming system maydisplay the spinning of the reels based on the hand gesture detected bythe one or more depth image sensing device. For example, a detectedfirst hand gesture may cause the reels to spin in a traditional top tobottom fashion, while a detected second hand gesture may cause the reelsto spin in a nontraditional bottom to top fashion. In another example,the gaming system may recognize one or more gestures made by a player tocause the reels to stop spinning, which may be referred to as “slamming”the reels, or otherwise causing the reels to suddenly stop spinningprior to their default stop time.

In another embodiment, a gaming system may provide educational resourcesto players about utilization of the one or more depth images sensingdevices. In one example, the gaming system could provide aninformational display, such as a help screen, which may provideinformation on player gestures and their intended interpretation by thegaming system. In another example, the gaming system could provide oneor more audio/visual resources, such as a tutorial video, in order tocommunicate to a player information on player gestures and theirintended interpretation by the gaming system.

In one embodiment, a gaming system may utilize one or more depth imagesensing devices for play of a secondary and/or bonus game. In oneexample, the gaming system may allow a player to make an input in space,without physically touching the machine. For example, in a traditionalpick-and-reveal game, a player was required to touch the screen of agaming system in order to make inputs as to which selection to pick, butin accordance with the present disclosure, the player may be allowed tomake such an input in space, without ever physically touching the gamingdevice.

In another example, the gaming system may be able to detect the player'sgestures in a 3D plane, which may then allow the game to offer gamingmechanics, which require 3D interaction. For example, a gaming systemmay provide a game with a 3D representation of a playing board, and theplayer may be able to manipulate game pieces around the virtual 3D boardvia 3D movements that the gaming system is able to detect. In anotherexample, the gaming system may allow a player to make 3D gestures, whichmay then be represented on a virtual 3D screen in similar 3D movementsof a piece. For example, a player may make both up-and-down andfront-to-back gestures, and the gaming system may represent a bottle ofchampagne being shaken in similar up-and-down and front-to-back gesturesuntil the cork explodes, which may then reveal an award.

In one embodiment, a gaming system may utilize one or more depth imagesensing devices for use in a multiplayer game offering. In one example,a plurality of gaming systems are linked together in a multiplayeroffering. In another example, a plurality of gaming systems are linkedtogether and to one or more community display devices in a multiplayeroffering. In still another example, each of the plurality of gamingsystems may individually include one or more depth image sensingdevices. In another example, the plurality of gaming systemscollectively may be associated with one or more depth image sensingdevices. In another example, the plurality of gaming systemscollectively may be associated with one or more depth image sensingdevices, but may not individually include depth image sensing devices.In another example, one or more depth image sensing devices may beassociated with the one or more community display devices. In anotherexample, the actions of a player from one of the networked gamingsystems may cause the one or more community display devices to displayone or more new display images. For example, the one or more communitydisplay devices might display a large selection game, and an associatedone or more depth image sensing device may detect a first player makinga specific selection of one of the displayed selections, and maythereafter display that associated selection as being picked by thefirst player.

In one embodiment, a gaming system may utilize one or more depth imagesensing devices to partially or wholly display a virtual recreation of adetected image. In one example, the gaming system may display a virtualhand that moves about a displayed image based on the player's actualmovement of their hand. In another example, the gaming system maydisplay a virtual humanoid figure that simulates one or morecharacteristics of a detected person. For example, if a player is talland has long hair, the gaming system may display a virtual humanoidcharacter (e.g., avatar) that is relatively tall and/or has long hair.In another example, the gaming system may display a virtual characterthat mimics movement made by a detected person. For example, if a playerjumps, the gaming system may present a displayed virtual characterjumping.

In one embodiment, a gaming system may utilize one or more depth imagesensing devices to partially or wholly display simulated control overvirtual icons. In one example, the gaming system may cause a displayedgame piece, for example, a chess piece, moving based on one or moredetected movements of a player's hand. In another example, the gamingmachine may cause a cursor or other pointing representative display tomove based on one or more detected movements by a player.

In another embodiment, a gaming system may utilize one or more depthimage sensing devices to change a displayed image, but may not displayany images that are representative of the player and/or the player'smovements. For example, a gaming system may have multiple informationaldisplay screens, which a player may have the option of viewing, and thegaming system may allow a player to navigate through multiple screens bymaking certain gestures (e.g., for example, a swiping or page-turninggesture) but may not include a separate icon representative of theplayer's hand.

In one embodiment, the electronic gaming system may include one or moredisplay devices, one or more depth image sensing devices, one or morememory devices, and/or one or more processors. The one or moreprocessors may receive a plurality of instructions, which when executedby the one or more processors, may cause the one or more processors tooperate with the one or more display devices and the one or more depthimage sensing devices to generate one or more gaming functions. The oneor more gaming functions may include one or more determining a wagerplaced by a player of the electronic gaming system, causing the at leastone display device to display a first screen, detect a body part of theplayer, identifying the detected body part, detecting a movement (e.g.,2D, 3D, and/or both) of the detected body part, correlating the detectedmovement and the identified body part to one of a plurality of referencemodels, determining a player input based on the correlated referencemodel, determining a second screen to display based at least in part onthe determined player input, causing the at least one display device todisplay the second screen, determining an outcome for the play of thegame, and/or causing the gaming system to provide any awards based atleast in part on the determined outcome in the play of the game.

In another example, the one or more depth image sensing devices mayinclude at least one IR light source. In another example, the one ormore depth image sensing devices may include at least one CMOS sensor.In another example, the one or more depth image sensing devices mayinclude at least one light source and at least one image sensor. In oneexample, the determined outcome may be based at least in part on thedetermined player input. In another example, the determined outcome maynot be based at least in part on the determined player input. In oneexample, the detected body part is a hand. In another example, thedisplayed second screen displays a menu of options to the player.

In one embodiment, the method of determining a player input via anelectronic gaming system may include one or more of determining a wagerplaced by a player of the electronic gaming system, causing the at leastone display device to display a first screen, detecting a body part ofthe player, identifying the detected body part, detecting a movement(e.g., 2D, 3D, and/or both) of the detected body part, correlating thedetected movement and the identified body part to one of a plurality ofreference models, determining a player input based on the correlatedreference model, determining a second screen to display based at leastin part on the determined player input, causing the at least one displaydevice to display the second screen, determining an outcome for the playof the game, and/or causing the gaming system to provide any awardsbased at least in part on the determined outcome in the play of thegame.

In one example, the determined second screen may include a bonus game.In another example, the displayed first screen may include a pluralityof selections, which are selectable by the player. In one example, thedisplayed first screen may include a plurality of video reels. Inanother example, the determined outcome may be based at least in part onthe determined player input. The detected body part may be a hand. Inone example, the displayed second screen may include at least onecharacteristic of the detected body part.

In another embodiment, the electronic gaming system may include aplurality of electronic gaming machines, at least one community displaydevice, a communication network connecting the plurality of electronicgaming machines with? the at least one community display device, one ormore depth image sensing devices, at least one memory device, and/or atleast one processor. The one or more processors may receive a pluralityof instructions from the at least one memory device, which when executedby the at least one processor, may cause the at least one processor tooperate with the at least one community display device and the one ormore depth image sensing devices.

The system may cause the at least one community display device todisplay a first screen in association with a play of a community game.The system may detect a first body part of a first player, detect asecond body part of a second player, identify the detected first andsecond body parts, detect a first movement (e.g., 2D, 3D, and/or both)of the detected first body part, detect a second movement (e.g., 2D, 3D,and/or both) of the detected second body part, correlate the detectedfirst movement and the identified first body part to a first one of aplurality of reference models, correlate the detected second movementand the identified second body part to a different second one of theplurality of reference models, determine a first player input based onthe correlated first reference model, determine a second player inputbased on the correlated second reference model, determine a secondscreen to display in association with the play of the community game,wherein the determined second screen may be based at least in part onthe determined first and second player inputs, cause the at least onecommunity display device to display the second screen, determine anoutcome for the play of the community game, cause a first electronicgaming machine of the plurality of electronic gaming machines to provideany awards based at least in part on the determined outcome of the playof the community game, and/or cause a second electronic gaming machineof the plurality of electronic gaming machines to provide any awardsbased at least in part on the determined outcome of the play of thecommunity game.

In another example, the determined outcome of the community game may bebased at least in part on the determined first and second inputs. Thedetermined first input may affect the determination of the determinedsecond input. The determined first input may allocate a selection to thefirst player and prevent the allocated selection from further selection.In another example, the displayed second screen may include at least onefirst characteristic based on the detected first body part and at leastone second characteristic based on the detected second body part.

In one embodiment, the electronic gaming device may include one or moredepth image sensing devices. The one or more depth sensing devices mayobtain one or more scene data. The electronic gaming device may includeone or more memory devices. The electronic gaming device may include oneor more processors, which may generate one or more scene images based onthe one or more scene data.

In another example, the one or more processors may detect one or moreelements within the one or more scene images. The one or more elementsmay be related to one or more people. The one or more elements may beone or more body parts of the one or more people. In another example,the one or more processors may obtain one or more additional scene datafrom one or more external electronic gaming devices. In one example, theone or more processors may generate one or more composite scene imagesbased on the one or more scene data and the one or more additional scenedata.

In another example, the one or more processors may detect one or moreelements within the one or more composite scene images. The one or moredepth image sensing devices may be one or more 3D devices. In anotherexample, the one or more depth image sensing devices may be one or more3D devices and one or more 2D devices.

In one embodiment, a method of generating one or more scene images viaan electronic gaming system may include obtaining one or more scene dataand generating one or more scene images based on the one or more scenedata.

In another example, the method may also include detecting one or moreelements within the one or more scene images. Where the one or moreelements may be one or more body parts of the one or more people. Inanother example, the method may include obtaining one or more additionalscene data from one or more external electronic gaming devices. Themethod may include generating one or more composite scene images basedon the one or more scene data and the one or more additional scene data.

The method may include detecting one or more elements within the one ormore composite scene images. The one or more elements may be related toone or more people.

In another embodiment, the electronic gaming system may include one ormore depth image sensing devices, which may obtain one or more scenedata and a server. The server may include a server memory and a serverprocessor. The server processor may generate one or more scene imagesbased on the one or more scene data.

In another example, the server processor may detect one or more elementswithin the one or more scene images. In this example, the one or moreelements are related to one or more people. In addition, the one or moreelements are one or more body parts of the one or more people in thisexample.

Gaming system may be a “state-based” system. A state-based system storesand maintains the system's current state in a non-volatile memory.Therefore, if a power failure or other malfunction occurs, the gamingsystem will return to the gaming system's state before the power failureor other malfunction occurred when the gaming system may be powered up.

State-based gaming systems may have various functions (e.g., wagering,payline selections, reel selections, game play, bonus game play,evaluation of game play, game play result, steps of graphicalrepresentations, etc.) of the game. Each function may define a state.Further, the gaming system may store game histories, which may beutilized to reconstruct previous game plays.

A state-based system may be different than a Personal Computer (“PC”)because a PC is not a state-based machine. A state-based system hasdifferent software and hardware design requirements as compared to a PCsystem.

The gaming system may include random number generators, authenticationprocedures, authentication keys, and operating system kernels. Thesedevices, modules, software, and/or procedures may allow a gamingauthority to track, verify, supervise, and manage the gaming system'scodes and data.

A gaming system may include state-based software architecture,state-based supporting hardware, watchdog timers, voltage monitoringsystems, trust memory, gaming system designed communication interfaces,and security monitoring.

For regulatory purposes, the gaming system may be designed to preventthe gaming system's owner from misusing (e.g., cheating) via the gamingsystem. The gaming system may be designed to be static and monolithic.

In one example, the instructions coded in the gaming system arenon-changeable (e.g., static) and are approved by a gaming authority andinstallation of the codes are supervised by the gaming authority. Anychange in the system may require approval from the gaming authority.Further, a gaming system may have a procedure/device to validate thecode and prevent the code from being utilized if the code is invalid.The hardware and software configurations are designed to comply with thegaming authorities' requirements.

As used herein, the term “mobile device” refers to a device that mayfrom time to time have a position that changes. Such changes in positionmay comprise of changes to direction, distance, and/or orientation. Inparticular examples, a mobile device may comprise of a cellulartelephone, wireless communication device, user equipment, laptopcomputer, other personal communication system (“PCS”) device, personaldigital assistant (“PDA”), personal audio device (“PAD”), portablenavigational device, or other portable communication device. A mobiledevice may also comprise of a processor or computing platform adapted toperform functions controlled by machine-readable instructions.

The methodologies described herein may be implemented by various meansdepending upon applications according to particular examples. Forexample, such methodologies may be implemented in hardware, firmware,software, or combinations thereof. In a hardware implementation, forexample, a processing unit may be implemented within one or moreapplication specific integrated circuits (“ASICs”), digital signalprocessors (“DSPs”), digital signal processing devices (“DSPDs”),programmable logic devices (“PLDs”), field programmable gate arrays(“FPGAs”), processors, controllers, micro-controllers, microprocessors,electronic devices, other devices units designed to perform thefunctions described herein, or combinations thereof.

Some portions of the detailed description included herein are presentedin terms of algorithms or symbolic representations of operations onbinary digital signals stored within a memory of a specific apparatus ora special purpose computing device or platform. In the context of thisparticular specification, the term specific apparatus or the likeincludes a general purpose computer once it is programmed to performparticular operations pursuant to instructions from program software.Algorithmic descriptions or symbolic representations are examples oftechniques used by those of ordinary skill in the arts to convey thesubstance of their work to others skilled in the art. An algorithm isconsidered to be a self-consistent sequence of operations or similarsignal processing leading to a desired result. In this context,operations or processing involve physical manipulation of physicalquantities. Typically, although not necessarily, such quantities maytake the form of electrical or magnetic signals capable of being stored,transferred, combined, compared or otherwise manipulated. It has provenconvenient at times, principally for reasons of common usage, to referto such signals as bits, data, values, elements, symbols, characters,terms, numbers, numerals, or the like. It should be understood, however,that all of these or similar terms are to be associated with appropriatephysical quantities and are merely convenient labels. Unlessspecifically stated otherwise, as apparent from the discussion herein,it is appreciated that throughout this specification discussionsutilizing terms such as “processing,” “computing,” “calculating,”“determining” or the like refer to actions or processes of a specificapparatus, such as a special purpose computer or a similar specialpurpose electronic computing device. In the context of thisspecification, therefore, a special purpose computer or a similarspecial purpose electronic computing device is capable of manipulatingor transforming signals, typically represented as physical electronic ormagnetic quantities within memories, registers, or other informationstorage devices, transmission devices, or display devices of the specialpurpose computer or similar special purpose electronic computing device.

Reference throughout this specification to “one example,” “an example,”“embodiment,” and/or “another example” should be considered to mean thatthe particular features, structures, or characteristics may be combinedin one or more examples.

While there has been illustrated and described what are presentlyconsidered to be example features, it will be understood by thoseskilled in the art that various other modifications may be made, andequivalents may be substituted, without departing from the disclosedsubject matter. Additionally, many modifications may be made to adapt aparticular situation to the teachings of the disclosed subject matterwithout departing from the central concept described herein. Therefore,it is intended that the disclosed subject matter not be limited to theparticular examples disclosed.

What is claimed is:
 1. An electronic gaming system comprising: at leastone display device; one or more depth image sensing devices; at leastone memory device; and at least one processor configured to receive aplurality of instructions from the at least one memory device, whichwhen executed by the at least one processor, cause the at least oneprocessor to operate with the at least one display device and the one ormore depth image sensing devices, for a play of a game, to: (a)determine a wager placed by a player of the electronic gaming system;(b) cause the at least one display device to display a first screen; (c)detect a body part of the player; (d) identify the detected body part;(e) detect a 3D movement of the detected body part; (f) correlate thedetected 3D movement and the identified body part to one of a pluralityof reference models; (g) determine a player input based on thecorrelated reference model; (h) determine a second screen to displaybased at least in part on the determined player input; (i) cause the atleast one display device to display the second screen; (j) determine anoutcome for the play of the game; and (k) cause the gaming system toprovide any awards based at least in part on the determined outcome inthe play of the game.